Falling in love with 3D

Max has always had bugs- you learn to work around them (save your work frequently, many versions, just like with PP CC haha). Never used Maya much, though sounded like it has less bugs.

Would be nice to see an all new (massively simplified!) 3D modeler+animator created, where it's 100% real-time, including ray tracing, from day one! (latest GPUs have ray tracing specific hardware: https://developer.nvidia.com/rtx/raytracing). While it's pretty easy to make complex software, focusing on generalizing while simplifying pays off in making software simpler, faster, easier to use, and much easier to maintain. Maybe the industry is waiting for sentient AI's to do it for them haha.
 
Max has always had bugs- you learn to work around them (save your work frequently, many versions, just like with PP CC haha). Never used Maya much, though sounded like it has less bugs.

Would be nice to see an all new (massively simplified!) 3D modeler+animator created, where it's 100% real-time, including ray tracing, from day one! (latest GPUs have ray tracing specific hardware: https://developer.nvidia.com/rtx/raytracing). While it's pretty easy to make complex software, focusing on generalizing while simplifying pays off in making software simpler, faster, easier to use, and much easier to maintain. Maybe the industry is waiting for sentient AI's to do it for them haha.

Yeah, it would speed up things greatly. I haven't used Vray that much because I found it hard to juggle their render settings :D but I do love their IPR, so snappy.

Recently Maya got updated with Arnold GPU rendering. It's still in beta and has a lot of quirks. But if the scene is only filled with stuff that Arnold likes, then the rendering is crazy fast. I can do real time modelling with lights on. Or just preview renders with texture. But yeah... the quirks take a bit away from the look dev part of the projects. Fx. the other day I just felt like adding a plant in the background out of focus, but the GPU renderer wouldn't display it. Switched to CPU and it came out fine. But I guess that's just part of it being a beta. I can definitely see the potential.

I haven't tried Redshift, but that also looks insanely fast. I do like Arnolds renders better though.

I upgraded recently to the 2080ti and coming from the 980ti that's quite and improvement. Mind you, if you go that route, make sure your cabinett is big enough xD I had to take out one of the drive bays because the card is so damn long. Even needs a support bracket to be mounted. I found a wooden pencil could do the job x)

Have been working on this the last few days. Had challenges working out how to make steamed glass. I can't seem to find the sweetspot in terms of IOR, roughness and transmission, but I think I came pretty close this time.

warda_done.jpg
 
Y’all’s stuff looks great. Any estimation of the hours it would take to learn to do “organics” (humans/creatures), and animate them...probably in blender since all these packages you guys reference, as far as I know, are crazy expensive for a hobbyist. I’ve had the idea to revive a series of animated shorts I did in claymation and 2d with anime studio...3d seems like the logical way to go since then I could easily reuse assets and environments from any angle etc. However would require hurculean learning curve of creating a 3D cartoon look (many anime based video games have done this), then animating it and not making it all look like dogshite. Or maybe just buy 3d posable figures and modify them (stylize eyes, texture maps for clothes, etc.)? I dont know whats out there or reasonable.
 
Well depends on how complex your concept is and how good you are at rigging / animating.
I would guess that a simple world on a white background with simple characters would be doable on a local computer. Think like those spoof youtube videos with clay elsa, spiderman hulk etc.
The big eater is those realistic lighting sits with lots of scene detail.
 
* Josh, you could also maybe have a look at DazStudio (free, sort of) and trying some basic animations in that with some pre-existing characters. There are also toon characters available for it from the daz store (ideally custom morphs-characters would be best). They are all rigged and textured and animation ready so that might be quicker. There's more to it than that but it would take too long to post here. If you have any questions let me know, I'd be happy to help out. (Were you looking at creating clay-looking characters for the animation? Because that part I could help out with that would work in Daz as well.) Reviving the Ninjews by any chance? :)

* Any updates legrevetdotcom?
 
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