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News:

An update to Anim8or, v1.00b, is available with a few bug fixes. Get your copy HERE. See the "ReadMe" file for details.

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 11 
 on: July 16, 2018, 04:05:03 pm 
Started by Steve - Last post by Steve
AlecJames: Thanks, I'll look into it.

 12 
 on: July 16, 2018, 02:42:17 pm 
Started by Steve - Last post by AlecJames
Steve: these are not problems for me but I noticed recently and while you are in ART-

#096-014 - ART Renders Don't Show Panaroma Backgrounds

I think there is also an issue with image background.

A second camera does not show the panorama in the work space or rendered view.

 13 
 on: July 16, 2018, 04:25:19 am 
Started by Steve - Last post by Steve
I have 2 physical cores and 4 logical cores = 4 threads. I suspect that you have 4 physical cores and 8 logical cores - that's what Intel calls a "8 core cpu".

 14 
 on: July 16, 2018, 12:15:23 am 
Started by Steve - Last post by Trevor
so, on your dual core, how many threads do you run? 2 or 4? (Since hyperthreading makes windows think you have 4 logical cores)
I have 8 cores, 16 logical cores and not all cores light up, only 8 do at a time. (obviously some cores also run other processes like windows, but they are not full)

Trev

 15 
 on: July 15, 2018, 11:34:05 pm 
Started by Steve - Last post by Steve
Trevor: it doesn't really help to use more threads that there are in your CPU. If your CPU isn't 100% busy it's probably waiting on memory (i.e. there is more data being accessed than will fit in the CPU's cache). It might even speed up the render to use fewer threads, depending on the data set.

On my CPU (2 hyper threaded cores, 4 threads total) most renders use 100% of the CPU.

 16 
 on: July 15, 2018, 09:23:19 pm 
Started by Steve - Last post by thecolclough
well, this is all rather exciting!  unfortunately i'm in the middle of a really hectic fortnight (and away from home for most of it) so i can't test this update straight away, but i'll give it a spin as soon as i'm able

 17 
 on: July 15, 2018, 04:23:13 pm 
Started by Steve - Last post by Trevor
As I stated before, for a touch interface, the addition of a zoom would be usefull, but yes, with a mouse the original arc rotate is far better hence why I said the new one should still accept right and middle clicks (since they cant be done on touch it wouldn't affect them - well, right can, its touch-and-hold-then-drag :P)

Trev

 18 
 on: July 15, 2018, 02:09:45 pm 
Started by Steve - Last post by Steve
Yes, another experiment that didn't pan out as I'd hoped. It can be useful in Object coordinates (hot-key 'o') however.

I'm also experimenting with a miniature version over the little axis in the lower left-hand corner so that when you move the mouse over it the track ball appears aligned with the axis.

 19 
 on: July 15, 2018, 11:41:19 am 
Started by Steve - Last post by Trevor
HOLY CRAP!!! Multi-Threaded rendering has arrived, testing NOW :)

Trev

rendered a test (Diffuse Inter-Reflection test as shown on another topic)

83 secs down to 14 !!!! WOW

Also, anyone using DIR should disable fastAA as its actually slower since it always has to do "full evaluation".

My only suggestion now would be to "build" an image interlaced, i.e., blocks of solid -> blocky(coarse) -> final image(fine)

Also, my tests show that ChunkSize 32 is the best for speed, anything bigger gets held up on one or more chunks (like the mirror ball).
32 on the other hand is small enough that each chunk can finish in a timely manner and if its still needing to render then another thread can "take over" since its not tied to a thread.

Can you up the thread count to 16 too? Im only using 70% CPU (anyone have anything more?)

 20 
 on: July 15, 2018, 07:13:54 am 
Started by Steve - Last post by Raxx
I'd like to go on the record and state that I really don't like the new track ball for arc rotate.

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