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Messages - Sergey Danchenko

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Yeah, at the moment you can't set the time limit past 3600 seconds. It's either unlimited or capped at 3600. Still will be nice to have it more than that.

I thought that setting the max render time to zero allows to render to the max samples specified (i.e. without a time limit).  :o

It would be better if you would share your files in universal .FBX or .OBJ format. I, for example, don't have 3ds Max and can't help you even if I want to, because there's no easy way for me to open .MAX files you're providing.

Have you tried tweaking the Maximum frontal/rear distance in baker settings? I see that your "S" letters have some artifacts that may come from insufficient baking envelope (frontal and/or rear distance). Also you can try and bake without subsampling to see whether it affects the baking in circled areas or not.

Also, if you would like to get quick help - sharing the meshes would be nice (if it's an option, of course).

Your issue is that baking rays capture parts of neighbour geometry due to Maximum frontal distance parameter being too high for this particular case. So, you have two options:

1) Lower Maximum frontal distance to something like 0,0040 (this value worked for me).
2) Build an accurate cage for your meshes and bake with cage instead of using Maximum frontal/rear disitance.

A quite easy overclock of 6700k could give you around 15% extra performance (going to 4500 Mhz or even 4600 Mhz, that is). Overclocked performance of 6800k is yet to be known, but the figures should be around the same, though you already avare that 2011-3 platform is more expensive than 1151.

Going from RAM of 2133 Mhz to something like 2800 Mhz or 3000 Mhz could give additional 5-7% (going higher than 3000 Mhz for RAM isn't really necessary, as it will provide diminishing results after that point).

Quality-wise, there shouldn't be any noticeable difference between the H170 and Z170. You're clearly isn't going to put two or more GPU's into that system, so support for SLI or Crossfire presented in Z170 isn't necessary for you.

It's up to you to decide if this is worth additional cash for Z170 with support for overclock and higher clocked RAM or not.

As in my original post I've set on the Asus H170 Pro Gaming.

My bad  :P

I wouldn't recommend getting MB on H170 chipset, as all overclocking features are disabled on them. So, you're stuck with default clocks even on "K" CPUs with adjustable multiplier. Also, it seems like indeed DDR4-2133 is the max clocks for RAM on this MB — you can use RAM sticks that rated for more, but they will be clocked 2133 Mhz max by MB. I'd say this is a wasted oportunity, so MB on Z170 chipset would be a better choice.

Could you specify at what MB you're looking exactly? I'm pretty sure that it will support high-speed RAM - they usually specify a "stock" RAM speed support and "overclocked" RAM speed support. For example, my MB has a stock RAM support of 1866 Mhz, but also it supports modules of up to 2400 Mhz in so-called "overclocked" mode.

As for the CPU and GPU, you can to try and balance between them in terms of price and value. For example, you can get 6700k and more expensive GPU, or you could get less expensive GPU and put saved money towards better CPU and more RAM.

Lastly, aftermarket Titan X could be a great value for you. Right now there's a lot of people who would like to sell their Titan X before GTX 1080 comes out (yesterday reviews of 1080 pulled the trigger). Ebay has some lots for TitanX between 500-600 USD, which is very attractive price for Titan X in my view. Actually, I'm considering getting aftermarket Titan X myself right now.

I'd suggest to wait around a month or two and get newer components that will make a much better deal for you:

1) For the CPU, Intel's Broadwell-E platform is around the corner, supposed to be released in early June at Computex 2016. The cheapest CPU in this line will be 6800k, and it will feature 6-core die with the price expected to be around 450 USD. Overclock it a bit and you will get a very fast six-core beast. To my judgment, it will be a perfect alternative to the 4-core 6700k.

2) If you decide to go that way, get a decent air cooler. I'd suggest Thermalright True Spirit 140 - I have two of them and they're great. Make sure that you case is wide enough to house such a tall cooler (170mm height).

3) 32GB of RAM is the lowest reasonable minimum for now. In fact, if you plan to use a bunch of apps at the same time (like having Maya, Substance Painter and Unreal Engine 4 loaded at the same time), even 64GB doesn't look so crazy. Though, you can add additional RAM at the later date, if you'll feel that 32GB is not enough for you. As for the RAM speed, it does play some role in overall system performance, but it's not major. Still, I would recommend getting RAM that is a sweet spot in terms of speed and price - don't buy the cheapest and slowest, but at the same time don't pay a lot more for the "extreme" versions.

4) For the GPU - reviews of GTX 1080 were posted yesterday, and it's reported to be around 30% faster than 980 Ti. If the price will be ok for you, custom version of GTX 1080 (not the "reference" Founders Edition reviewed now) will be great buy. It will be faster than a 980 Ti, a lot more energy efficient and will have a 2GB more of video memory (8GB instead of 6GB in 980 Ti) that will play quite nicely for Substance. Budget-wise, GTX 1070 will be even greater in terms of performance/price ratio. It also will feature 8GB of video memory, but will sell for the fraction of GTX 1080's price and it is expected to have a performance close or surpassing 980 Ti. Oh, and you're right - Quadro GPU's aren't recommended for the Susbtance (as far as I know), so a gaming-class videocard will be a better choice.

Alternatively, you can try to look for a cheap Titan X with 12 GB of video memory (maybe the price will come down when GTX 1080 will go on sale). It will not be as effecient, but 4 GB of additional memory may help if you're planning to work on complex assets with 4K textures.

5) Windows 10 works fine.

Hope that helps.   :P

I've checked your files and this normal map issue indeed comes from some specific vertex normals of your lowpoly model. That's why tweaking baking rays distance and using name matching feature weren't helping.

In short, because of how your vertex normals were set, during the bake some baking rays were cast in direction that allowed them to hit hipoly geometry that is "backward" in relation to the lowpoly from where the rays were cast. This resulted in artifacts you're seeing on your model.

You may want to check out following threads to understand why something like this happens and how to avoid it in the future:

Oh... I think I'm starting to get it. HDR values are to be found in something like Height channel, because it uses floating point data (L32F by default). So, I would assume that AddSub is a special-case blend mode that acts like Linear Light in non-float channels like L8 or RGB8 and acts differently in floating point channels, like Height L32F. Will something like this be a correct assumption?

By the way, thank you for taking your time to explain this. I'm not confortable when there's just a tiny bit of something that I don't understand, and you're helping me with that a lot ::)

Thanks! However, I'm still a bit confused. From what I see both formulas produce the same results for numbers between 0.0 and 1.0 (for what my math skills is worth :) ). What about the practical differences? Will there be a case when the result between the Linear Light and AddSub will be different?

If it's an option - you could try sharing the meshes. :) It's kind of hard to tell by pictures alone when there's no obvious wrongs visible.

Can you provide the meshes? It's the fastest way to get help.


I've been digging through Share and noticed that Brushes -> Airbrush category is swarmed with submissions that should belong to another categories. At first I thought that it would be nice to gather URLs of such submissions and post them here to help someone from Allegorithmic's staff to go through them and assign correct categories when the right time comes, but then I've realized that I would have to list roughly half of the Airbrush category like this. There's materials, some shaders, tutorials, alphas and even meshes. To be blunt, it's a total mess and it needs some love desperately.

I understand that resources are limited, but I hope that sometime in the future this will get a bit of attention.  :)

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