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• #27
Can't get out.
Stay home, save lives.
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• #28
the light sim stuff was a combo of the daylight system in max with a Lux calculation render element in vray. (using vray sun + sky)
vray rendering is based on real world values so I'm hoping it's accurate enough.
it's quite clever as it can overlay the light study as a grid of values over a base render. -
• #29
Nice, I've not used that one before.
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• #30
What is interesting for me is how Max has stood up compared to the bubbling cauldron of development.
From the parametric side Rhino / Revit all the way through to the VR side Unreal / Unity and it is still there punching drunk after 20 years?
Yes I had the Discreet release.
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• #31
Industry standards are a hard thing to break I guess. Lots of companies everywhere set up with Max, the plugins and their render-farms. I wonder if the ArchViz industry at least will move more towards a model of more one-man-bands as some studios go under which might help the Unreal boom.
For me I've yet to see anything else that could handle messy building models from architects so well, and with the convenience of Revit links / interoperability. Always happy to be proved wrong, and I think Unreal is giving max a good run for it's money in interior artworks when in skilled hands.
FWIW 2020 seems stable and there's been some quite nice developments recently. The UI is will a mess though.
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• #32
Nope, everything's rendered.
We have done jobs with 3D-printed heads for stop motion (Sainsbury's 2016 Xmas ad) but I have nowt to do with the character side of things. Not sure if they're genuinely useful either.
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• #33
Completely agree. That is until the UI. Marmite but always got on with it.
I find Revit fascinating. SO much capability yet so infuriating.
It takes me about about 30mins to open average models.
How the hell you use it to Masterplan as a working model!?!?
Reminds me of a chap who convinced an old firm I used to work for to use Gehry Technologies.
The cost of a license and the time it took to just open the program (Digital Project) or do anything were astounding.
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• #34
Definitely necessary to only import what you need, some of the detail on Revit families is ridiculous. Luckily we have a BIM manager to keep things in check, but some of the larger models still get crazy big. Oh, and we still use sketchup for masterplanning!
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• #35
Sketch Up is v useful.
We use both with VRay which has become the common medium.
I still use Warehouse to get quick mock ups. 😎
I find Unreal impressive using datasmith transfer.
Just don't like the UI / architecture as much.
(That goes for game engines in general.)
Not keen on substance painter yet. Just seems to turn everything into an asset from Halo.
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• #36
unreal and datasmith import is pretty good as long as the models coming in are decent. some of the revit models we get coming in have so much detail in some areas where it's not needed (bathroom fixtures), then really scrimp on the details where it matters (walls not joining floors, overlapping objects etc.)
i spend so much time cleaning up shitty revit imports some times that it's quicker to re-build from scratch in max.the realtime stuff looks to be improving quite rapidly at the moment though. i've been trialling the latest version of twinmotion but find that they've probably oversimplified things to some extent.
vray's project lavina beta is pretty cool as well but is missing some key functionality at present. -
• #37
Apologies for the dredge, but I'm writing about how the heatwave is affecting tech for New Scientist. I saw a tweet suggesting that some VFX agencies were shutting down high-power rendering machines because they were worried they'd be fried in 40C heat. Has anyone seen that happening, and would you be up for a chat?
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• #38
Across all the bigger/mid sized VFX houses (The Mill, DNEG, Framestore, ETC.. plus most of the rest i'd imagine) all the render farms are in climate controlled server rooms with air-con i'd bet a fair amount that they won't be shutting anything down unless their air-con wasn't working correctly or was already stretched to it's limits.
Our (Untold Studios) farm is in AWS, only Jeff Bezos has to worry about the $$ of running the air-con at full pelt - so at least that's not a worry for our team today!
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• #39
Good to know, thanks. If you hear anything along those lines would you mind dropping me a DM?
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• #40
Sure will do!
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• #41
You doing that through Deadline/Thinkbox etc? I keep looking in to it sporadically but find it fairly baffling with all the different EC2 types etc.
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• #42
Yeah with Deadline, we're fully cloud based (workstation/storage/render) so we're fairly well versed in navigating that EC2 instance type page...
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• #43
Nice, I need to get on it. Makes a lot of sense in theory. Fuck filling the room your in with mini under-desk heaters.
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• #44
You ever have issues with Amazon running out of machines?
It's happened again to us now. (Un)fortuntely I have stuff I can do locally while they sort things out.
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• #45
Are there different tiers of subscriptions? I have a friend with a VFX company in Mexico and he mentioned losing AWS machines when "premium" customers need more.
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• #46
I believe EC2 instances, usually used for rendering, are 'spare capacity' so unpredictable availability is probably the balance you pay for cheaper rendering power.
edit: maybe 'spot instances' is the correct terminology
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• #47
We have all of our spot fleets with a larger variance of instance types to try and minimise capacity issues, we do reserve some instance types but the majority of our fleet aren't so we do run into spot interruptions - though this can actually save money as you don't pay for the instance if you are interupted in the first hour (and data may already been written to storage - checkpointing helps there too)
I don't think we run into a total lack of capacity often (or ever really) with workstations we created multi-region and availability zone failovers
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• #48
There are levels of subscription/commitment yeah, if you go unreserved you get the best price but are liable to be interrupted (Spot Interruption) though how you deal with that best is where money can be saved
You pay more for reserved instances, it's definitely a balancing act but the benefit being that if your storage can handle it and you've got the render licences then you can spin up a massive farm easily
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• #49
Really shit to read about Axis Animation closing this week. Writing had been on the wall since news about them struggling to pay staff last month and people being let go. Always thought it a positive thing that a UK studio could be successful and highly regarded outside London.
Did a year there around 2005 when they were still relatively small. Fond memories (even of the occasional all-nighter) which according to LinkedIn seems a common sentiment amongst others who'd worked there.
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• #50
Hopefully this doesnt count as spam!
I'm involved with a fun short film/game project thats still in its early stages. We've found ourselves suddenly in need of some 3D/vfx assets at short notice and I wondered if anyone on here could help.
I'll just paste in the directors message to a film/media group, as he explains it better.Heya guys, I’m doing a weird short project next week and fear I may
have been stood up last minute by a visual gfx artist on fiverr. We’re
making a live action trailer of a hand drawn board game, and need
static creations of realistic backgrounds for a VP screen. Think
realistic digital matte paintings - castle walls, prison cell
interiors etc. Does anyone know anyone who can help? Self funded but
paid
sohi
bigshape
Polygon
Ordinata
Brun
Sparky
who22
AlexD
@jimalex
Well Hello.
Long time 3Ds Max user.
Used to be Arch Vis now Engineering.
Can't get out. Perfect Bubble?