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Showing posts from June, 2020

Redshift performance test in Houdini. 30 million instances. 2*2080Ti(NVLink)

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Redshift performance test in Houdini. The idea of this test came about after Andrey Flat showed a screenshot of this scene and I was impressed with the fact that Houdini @ Redshift3D very quickly turned 30 million instances * 4 million polygons = 120 trillion polys in the viewport. Yes, yes, I understand that there are only 4 million polygons in the viewport ... But then again, when I multiplied the instances so much in 3ds max - you all remember that I didn’t jump above 400 million polys. There was a crash on copies and instances ... And here - it behaves calmly at 120 trillion !!! View Andrey’s portfolio by clicking on the link - https://www.behance.net/flat4ers

World Creator 2. Area Tool and import Quixel Megascans.

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World Creator 2 - a unique and powerful landscape generator worked on GPU in Real-time. In this video I will talk about how: - Import material or 3d object from Quixel Megascans library - Use Area tool for filters, textures and objects - Sculpt the landscape - Import displacement from GoogleMaps - Mix multiple Displacement maps - Texturing them - Plant trees on a specific area and optimizes the viewport to work with this workflow - Draw with custom masks and create a mask for grass growth.

Fstorm Performance Test(183 million polys) on 2080Ti

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Another performance test. But already with FStorm. This test was invented by the developer himself, because after talking with Andrey, I came to the conclusion that 3ds Max does tricky optimization, even when we use copies, not instances.

Making of Cartoon Environment with Corona Renderer, Teya Conceptor, 3ds Max and 3D-Coat

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After I saw the art from Natasha Kashkina - https://bit.ly/2MYQqwt I was inspired to create my own version of this cartoon environment and the record of the making of.       In this video I will show how: - quickly create different cartoon objects using sculpting in 3D-Coat and Teya Conceptor - customize cartoon lighting - render the entire image in Corona Renderer - make overpaint in PhotoDonut.

Ornatrix 3. "aiUserDataColor" attribute and RGB channels in Arnold Renderer.

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In this tutorial, we’ll talk about the quick addition and removal of hair using the new tools in Ornatrix 3, learn how to color them using the Paint Tool, and also render this color using a special attribute in Arnold Render.

Octane Render speed test with 4 billion polys(instances). 2x2080TI NVlink.

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Since NVLink in Octane Render doesn't work with the test that it already did on V-Ray and Redshift, I decided to just check Instances and the speed of the new version. In principle, I think that the subsequent tests will already be done with Instance. Since, a few people use copies, and this was purely for interest, in order to take maximum GPU-memory. After all, then - I didn't come up with anything else =) As a result, Octane behaves calmly at 4 billion, I think, like other renders with Instance. But 3dsmax is buggy in statistics and goes into some obscure minuses.

Fstorm Render. Parallax Bump and Projection Material. Poliigon and Quixel Megascans.

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A tutorial about new features recently added in Fstorm Render. → Projection Material allows you to project any materials onto objects using the ID Map. → Parallax Bump - cool in that it looks like Displacement, but in terms of rendering speed - works like a normal Bump and at the same time, it can be used with any maps like Mix, Noise, etc. It also does not make breaks and does not require updating the geometry. In this part we will talk about how: - Project the decal of the hatch, leaves and the pedestrian crossing on the asphalt, as well as different decals on the wall. - Customize Parallax Bump, Fstorm Projection Material and Projection Mapping in the texture. - Use textures from Poliigon and Quixel Megascans