Gernge Quick Tips - Improve Redshift Interactivity Speed | Cinema 4D Redshift

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  • Опубликовано: 4 ноя 2024

Комментарии • 10

  • @TheGrrson
    @TheGrrson Год назад +1

    Great tips! Thanks!

  • @cgpov
    @cgpov Год назад +3

    Great Video Billy! But maybe put some air quotes around "interactivity" 😂

    • @gernge
      @gernge  Год назад

      i'm using full production scenes for my demos, including multiple rigged high poly characters, volumetrics and dozens of 4k textures. these are my day to day files i like to present with 🙂

  • @andreydavlikanoff1868
    @andreydavlikanoff1868 Год назад +1

    thanks a lot!

  • @GermanoHeitor
    @GermanoHeitor Год назад +1

    This right there! Thanks. just don't chop my materials previews off. They need to fix that render preview for that to happen.

  • @itsknowone
    @itsknowone Год назад +1

    You're the best! Thank you! You've always been such a huge help.

  • @charliegoulet25
    @charliegoulet25 Год назад

    Thanks, If this video was made last month I might not have upgraded my gpu because of nvidias bullshit prices. I upgraded to a 4000 series card and it helps a lot, the new cards are faster to the point to where you can leave raytrace on and its pretty much instant. Quick question how do you get your c4d viewport detailed with materials? Everything I look up using RS always tells me how I can render RS in the new viewport, which i dont care for since it looks like crap

    • @gernge
      @gernge  Год назад

      RTX is great for final rendering but it's definitely not good for interactivity in high poly scenes. my machines each have dual 3090s so they aren't slouches either.
      i use substance painter for most of my assets so the diffuse maps load in pretty well and are represented nicely in the c4d viewport. anything more complex than 1 diffuse texture wont be represented well in the viewport, so i definitely still turn the viewport textures off frequently. i do not use the new render viewport IPR, standalone viewport & renderview all the way for me

  • @mpbMKE
    @mpbMKE Год назад +1

    1:39 Any particular reason to do it this way instead of the Freeze Tesselation button in RenderView? You don't have to remember to toggle it back on that way, since it will only affect the preview render, right?

    • @gernge
      @gernge  Год назад +1

      imo, some nuance to the difference between globally having all tessellation disabled, vs using it & freezing, so that it doesn't recalculate. different purposes, so i'm glad both exist especially since the global checkbox also includes displacement (although i wish tessellation & displacement were distinct global checkboxes)
      edit: also being able to disable globals for Picture Viewer test renders that you need to be fast & dirty as previews, is another handy reason for the global checkbox 👍