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Viewing 11 posts - 1 through 11 (of 11 total)
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  • in reply to: What’s the colour pot in Play for? #210472
    Cerebros
    Participant

    Didn’t I show you that one day on the london office Morten? : ) How’s tricks pal? You doing allright? PM me…

    Laters

    Cerebros

    Vinther wrote:
    loops wrote:
    There’s a colour pot next to the Exit button in the Play module. What’s it for? Doesn’t seem to do anything, isn’t mentioned in the manual…

    Took me ages to find out… Whatever colour you put in that pot in the Play module will be the default colour you get when processing a coloured frame on the desktop. Comes in handy sometimes as you don’t have to go into Paint.

    Morten

    in reply to: Nuke Training DVDs Coming Soon! #210301
    Cerebros
    Participant

    Hi Rob,

    Any info on the DVD yet? Where will the announcement be made about shipping and how to order them and so on? Any word on pricing and exact content?

    Thanks and I’m looking forward to seeing the DVD.

    C.

    in reply to: Supported under Windows XP ? #208225
    Cerebros
    Participant

    Any word on running nuke on the new Nvidia 6800GT or ultra cards? (I know they’re game cards but XSI loves ’em) They seem to be popular with our 3d guys, nuke will run on that as well I presume?

    Thanks for any input, (hehe)

    C

    in reply to: Flame tezro beats inferno on onyx 3! #208360
    Cerebros
    Participant

    This is no real big surprise is it? Just wait until the Linux flint box gets released and benched, the entire performance per dollar ratio will skyrocket…

    C.

    in reply to: Discreet Flame 8.3 and Smoke 5.0 #208354
    Cerebros
    Participant

    no issues at all…

    in reply to: Supported under Windows XP ? #208226
    Cerebros
    Participant

    Hmm, really? Thats interesting… So which ATI card do you have? And are there any specific drivers one needs to load?

    in reply to: Inferno’s rendering engine #207302
    Cerebros
    Participant

    Personally I would hate FFI to use MR for rendering inside action (as shown at NAB in 2k3).

    Inferno’s typically have a 4x 400mhz R12K cpu spec. running MR on this is slow, very slow… The MI translation alone would take to long, Inferno is great for interactivity and the speed with which it accomplishes this. Don’t add MR on the main operating station.

    What could be interesting is to have MR on the FFI burn nodes for that special kind of MR visualisation that occurs after the host has submitted the scene to be rendered (true area shadows, reflections, refractions, etc…). 2x 2.8/3.02 Ghz Intel Cpu’s scream with MR and plenty of RAM, but please no MR on the main FFI station..

    So, Martin, if you’re reading this by chance, or Maurice, please no MR on big Iron, it will show them to be even slower CPU spec wise than they already appear to be.

    Enjoy

    C,.

    in reply to: Mokey v.3 spark #207522
    Cerebros
    Participant

    Hi Bill, not to sound like a broken record repeating myself… but…

    We have run Mokey ever since its inception, and let me just say it has saved our asses more time’s than I can recall right now. Its great for doing stuff that would normally require ALOT of hand work, if it’s even doable by hand at all.

    The Imagineer guys are also really helpful and will walk you through setting up shots that are giving you problems, they respond great to feedback and will/can incorporate requests/fixes with a turn around that still amazes us time and time again (hi Allan and John-Paul, thanks again for everything at IBC). We run a dedicated windows box for it to get more suites on board and not tie one up when using it and to get the fastest through-put per shot.

    Its not a replacement for shooting with “green”screens never let anyone tell you otherwise. Its just another roto-tool that can really save your bacon and give you results conventional techniques can’t even come near. Highly Recomended..

    J

    in reply to: Inferno’s rendering engine #207303
    Cerebros
    Participant

    Hmm…
    I remember JFP dropping a blurb on flame-news sometime ago that even with texture off, OPENGL was still being used to render within FFI. The path through the GFX hardware was just different. There’s just no getting around it,in a certain way OGL (and the numerous multithreading performance issues associated with it) has some limitations that migh be the biggest thing slowing the FFI software down. Its also the thing that makes client supervised sessions viable, a two sided comment actually…

    Mr C

    in reply to: HD project settings #207312
    Cerebros
    Participant

    To add to Mike’s comments, is there a HD IO Board in the inferno or will you need to do exclusive SD+ IO (meaning higher than SD res.) through datafiles? The board and needed HD monitor would give you the physical resolution to look at, but colour wise it could be quite a ways off if you’re doing a Log cineon comp. So its good for checking out composition and movement, although you would be doing that on the sgi monitor as well, (and with a monitor lut loaded the SGI would also give you proper colour display).

    Lots of points to take care off before going down this road it would seem. Good luck

    Mr C

    in reply to: Create a sphere with 30 Basball cards? #206901
    Cerebros
    Participant

    One trick we always use was to get 3D to split out a geometric sphere with the number of faces you require (30) then generate 30 layers and align each one to the normal of a face on the sphere, parent everything together and you can control it as a whole and as all the individual layers. Hide the entire tree and unhide the geometric sphere for quick timing/animation tryouts, then toggle hide the other branch when it comes to render. Don’t forget the MB, its gonna cost ya but it’ll be more than worth it.

    Enjoy

    C

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