TerraDome3 NOT a rumor anymore! Live in store! Whoot!!!

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  • HavosHavos Posts: 5,594

    Okay, so, I finally get to add a picture!  Yes, I'm slow!  Here is my little test render of TD3 with new guy Merrick for Michael 7 and the Heavy Mobile Command Post.  I wanted to do something that just had TD3 lighting to see how it does.  No other lighting in the render.  I did play with tone mapping using Tonal Rage, but that was about it.  I think it did pretty well.  I love TD3 and I can't wait to do more with it. I think, with a little additional lighting for my figure, I might have been able to bring his eyes out more, but I'm happy with this as a first TD3 render.  

    No one wants to know how long this baby had to cook on my system.  Lets just say it was a long time, CPU only, but no longer than some of my other Iray renders so I can't really say it added any real time to my render.

    Nice results, Knittingmommy. I must admit that the idea of doing it all in DS, rather than another app like Vue or Terragen and rendering out an HRDI to be used with a shadow catcher, is appealing. I know you don't have a card with cuda cores (so VRAM usage is not a factor), but I'm still curious how long you let this particular render cook?

    - Greg

    @algovincian  Aaach!  So embarrassing!  Okay, CPU only with quality set to 2, it went to 6949 iterations and render time was 1 days 1 hours 38 minutes 11.25 seconds according to the logfile.  I admit I stopped it early, too, as I couldn't see a noticeable difference the last hour and probably could have stopped it at around 5500 iterations.  So, percentage of completion was at 98% on the status bar when I stopped it.  It probably would have gone for another hour maybe if I hadn't stopped it.  But, as I said, by that point, there wasn't any noticeable difference and hadn't been for awhile.  One of these days, I'll get an nVidia card.  My husband has an older card with 2 GB of memory in his machine and he's agreed to let me put it in mine, maybe this weekend, to test and see what kind of a difference it has on my rendering speeds.  Near as I can tell, this scene had just under 2 GB so it should have all fit on the graphics card while rendering if I'd had his card in my machine.

    Ooo, forgot to say thanks!!!  Thanks, Greg!

    With the observations I have seen so far, an A and B zone + textures take a touch under 2GB of GPU memory (assuming they are left at base resolution). So those alone may squeeze into a 2GB card (depending what overhead is used by the card), but you would have little of no room left for assets you add yourself. I think a 4GB+ card is much more appropriate for use with TD3.

  • Havos said:

    Okay, so, I finally get to add a picture!  Yes, I'm slow!  Here is my little test render of TD3 with new guy Merrick for Michael 7 and the Heavy Mobile Command Post.  I wanted to do something that just had TD3 lighting to see how it does.  No other lighting in the render.  I did play with tone mapping using Tonal Rage, but that was about it.  I think it did pretty well.  I love TD3 and I can't wait to do more with it. I think, with a little additional lighting for my figure, I might have been able to bring his eyes out more, but I'm happy with this as a first TD3 render.  

    No one wants to know how long this baby had to cook on my system.  Lets just say it was a long time, CPU only, but no longer than some of my other Iray renders so I can't really say it added any real time to my render.

    Nice results, Knittingmommy. I must admit that the idea of doing it all in DS, rather than another app like Vue or Terragen and rendering out an HRDI to be used with a shadow catcher, is appealing. I know you don't have a card with cuda cores (so VRAM usage is not a factor), but I'm still curious how long you let this particular render cook?

    - Greg

    @algovincian  Aaach!  So embarrassing!  Okay, CPU only with quality set to 2, it went to 6949 iterations and render time was 1 days 1 hours 38 minutes 11.25 seconds according to the logfile.  I admit I stopped it early, too, as I couldn't see a noticeable difference the last hour and probably could have stopped it at around 5500 iterations.  So, percentage of completion was at 98% on the status bar when I stopped it.  It probably would have gone for another hour maybe if I hadn't stopped it.  But, as I said, by that point, there wasn't any noticeable difference and hadn't been for awhile.  One of these days, I'll get an nVidia card.  My husband has an older card with 2 GB of memory in his machine and he's agreed to let me put it in mine, maybe this weekend, to test and see what kind of a difference it has on my rendering speeds.  Near as I can tell, this scene had just under 2 GB so it should have all fit on the graphics card while rendering if I'd had his card in my machine.

    Ooo, forgot to say thanks!!!  Thanks, Greg!

    With the observations I have seen so far, an A and B zone + textures take a touch under 2GB of GPU memory (assuming they are left at base resolution). So those alone may squeeze into a 2GB card (depending what overhead is used by the card), but you would have little of no room left for assets you add yourself. I think a 4GB+ card is much more appropriate for use with TD3.

    Oh, if I manage to actually get a new card, it is going to have at least 4 GB, but I'd like more.  But for testing purposes, just to see what kind of difference it would make added to my current card, 2 GB is what I have to work with because that is what is in my husband's machine at the moment.

  • DaWaterRatDaWaterRat Posts: 2,885

    Out of curiosity, has anyone tried the Terradome shaders on the old MicroCosm terrains?  I'm sure they work okay, I'm just wondering (since I can't get Terradome yet to experiment myself).

    It seems that using the two together might be a nice way to add closer elements if needed, or if you only need something small for outside a window and don't want to load in the whole set.

  • I love what everyone is doing here.  Timetwist, I think those characters are render-hopping.  Guess they like hanging out in the desert.  :)

     

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  • FishtalesFishtales Posts: 6,214
    edited September 2016

    I went back to this one and added Fiberhair to the bears.

    Render time was 11 hours; 71%; 500 iterations; CPU only. I stopped it as it was using up too many resources on the laptop and I was afraid it would crash and I would lose it. It was using 11.5 GB of my 16 GB of memory although with everything else I was doing task manager reported 15.5 GB being used and all four processor thread at 100% so I was probably using the swap file too :)

    Click on image for full size.

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    Post edited by Fishtales on
  • thd777thd777 Posts: 945
    edited September 2016

    Terradome + the new DzFire model seem to be a popular theme. I was also playing with that combo. Here are a few quick examples. Render time was 20-30 minutes each using my two GPU (GTX 780 ti and GTX 980). The scene as shown fit into both cards and clocked on the 3Gb 780ti with 2.5Gb of vram used.

    The last onne is a bit dark, but I still liked the effect.

    Ciao

    TD

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    Post edited by thd777 on
  • Anyone else have problems with the Mountain Swim promo scene?

    Just for the heck of it I've finally got around to loading all the premade scenes to get memory usage, and Mountain Swim has crashed my system badly twice now.

    I was able to get a screen capture of mem usage just before crashing, it was 6116 MB!! With 32GB of system memory I should at least be able to render with CPU, but everything crashes after that. I'm forced to do a reboot.

    By the way, none of the promo scenes are under 2GB, at least not during an actual render.

    The memory usage I'm getting for GPU usage during an actual render at 1920 x 1080, with nothing else in scene, measured using  OC Scanner X (which includes a couple hundred MB from a 24" monitor running at 1920 x 1200):

    Just zones A & B with rock 001 textures, no water, no atmosphere: 2431MB

    Canyon Valley scene: 2485 MB

    Desert Sunrise scene: 2782 MB

    Desert Vista scene: 2484 MB

    Life on Mars: 2580 MB

    Misty Mountains: 3372 MB

    Mountain Lake: 3380 MB

    Mountain Swim: 6GB+

    Outpost 54: 3646 MB

    Phone Home: 3681 MB

    Snake Charmer: 3461 MB

    My own scenes I've been making have been around 3.5 GB to 5 GB when loaded with other props and figures. But nothing else has crashed, just that one promo scene, Mountain Swim.

     

     

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  • Charlie JudgeCharlie Judge Posts: 13,280
    edited September 2016

    Anyone else have problems with the Mountain Swim promo scene?

    Just for the heck of it I've finally got around to loading all the premade scenes to get memory usage, and Mountain Swim has crashed my system badly twice now.

    I was able to get a screen capture of mem usage just before crashing, it was 6116 MB!! With 32GB of system memory I should at least be able to render with CPU, but everything crashes after that. I'm forced to do a reboot.

    By the way, none of the promo scenes are under 2GB, at least not during an actual render.

    The memory usage I'm getting for GPU usage during an actual render at 1920 x 1080, with nothing else in scene, measured using  OC Scanner X (which includes a couple hundred MB from a 24" monitor running at 1920 x 1200):

    Just zones A & B with rock 001 textures, no water, no atmosphere: 2431MB

    Canyon Valley scene: 2485 MB

    Desert Sunrise scene: 2782 MB

    Desert Vista scene: 2484 MB

    Life on Mars: 2580 MB

    Misty Mountains: 3372 MB

    Mountain Lake: 3380 MB

    Mountain Swim: 6GB+

    Outpost 54: 3646 MB

    Phone Home: 3681 MB

    Snake Charmer: 3461 MB

    My own scenes I've been making have been around 3.5 GB to 5 GB when loaded with other props and figures. But nothing else has crashed, just that one promo scene, Mountain Swim.

     

     

    I tried loading the Mountain Swimm scene for you and rendering it straight out of the box. I only let it run for about 100 iterations but it didn't crash. It did. however, slow my computer to a crawl and took about 8 minutes to do the 100 iterations. I had trouble even opening a browser when it was rendering. I have an i7 processor, 32GB system RAM, and GTX 970 with 4Gb video ram

    Post edited by Charlie Judge on
  • Anyone else have problems with the Mountain Swim promo scene?

    Just for the heck of it I've finally got around to loading all the premade scenes to get memory usage, and Mountain Swim has crashed my system badly twice now.

    I was able to get a screen capture of mem usage just before crashing, it was 6116 MB!! With 32GB of system memory I should at least be able to render with CPU, but everything crashes after that. I'm forced to do a reboot.

    By the way, none of the promo scenes are under 2GB, at least not during an actual render.

    The memory usage I'm getting for GPU usage during an actual render at 1920 x 1080, with nothing else in scene, measured using  OC Scanner X (which includes a couple hundred MB from a 24" monitor running at 1920 x 1200):

    Just zones A & B with rock 001 textures, no water, no atmosphere: 2431MB

    Canyon Valley scene: 2485 MB

    Desert Sunrise scene: 2782 MB

    Desert Vista scene: 2484 MB

    Life on Mars: 2580 MB

    Misty Mountains: 3372 MB

    Mountain Lake: 3380 MB

    Mountain Swim: 6GB+

    Outpost 54: 3646 MB

    Phone Home: 3681 MB

    Snake Charmer: 3461 MB

    My own scenes I've been making have been around 3.5 GB to 5 GB when loaded with other props and figures. But nothing else has crashed, just that one promo scene, Mountain Swim.

     

     

    I tried loading the Mountain Swimm scene for you and rendering it straight out of the box. I only let it run for about 100 iterations but it didn't crash. It did. however, slow my computer to a crawl and took about 8 minutes to do the 100 iterations. I had trouble even opening a browser when it was rendering. I have an i7 processor, 32GB system RAM, and GTX 970 with 4Gb video ram

    are you running DS 4.9 or 4.8? I'm wondering if its a problem with 4.8.. I still haven't upgraded yet

  • Anyone else have problems with the Mountain Swim promo scene?

    Just for the heck of it I've finally got around to loading all the premade scenes to get memory usage, and Mountain Swim has crashed my system badly twice now.

    I was able to get a screen capture of mem usage just before crashing, it was 6116 MB!! With 32GB of system memory I should at least be able to render with CPU, but everything crashes after that. I'm forced to do a reboot.

    By the way, none of the promo scenes are under 2GB, at least not during an actual render.

    The memory usage I'm getting for GPU usage during an actual render at 1920 x 1080, with nothing else in scene, measured using  OC Scanner X (which includes a couple hundred MB from a 24" monitor running at 1920 x 1200):

    Just zones A & B with rock 001 textures, no water, no atmosphere: 2431MB

    Canyon Valley scene: 2485 MB

    Desert Sunrise scene: 2782 MB

    Desert Vista scene: 2484 MB

    Life on Mars: 2580 MB

    Misty Mountains: 3372 MB

    Mountain Lake: 3380 MB

    Mountain Swim: 6GB+

    Outpost 54: 3646 MB

    Phone Home: 3681 MB

    Snake Charmer: 3461 MB

    My own scenes I've been making have been around 3.5 GB to 5 GB when loaded with other props and figures. But nothing else has crashed, just that one promo scene, Mountain Swim.

     

     

    I tried loading the Mountain Swimm scene for you and rendering it straight out of the box. I only let it run for about 100 iterations but it didn't crash. It did. however, slow my computer to a crawl and took about 8 minutes to do the 100 iterations. I had trouble even opening a browser when it was rendering. I have an i7 processor, 32GB system RAM, and GTX 970 with 4Gb video ram

    are you running DS 4.9 or 4.8? I'm wondering if its a problem with 4.8.. I still haven't upgraded yet

     I currently am running DS 4.9.1.3 which is not quite the latest version. I haven't installed 4.9.2 yet

  • pdspds Posts: 593
    Fishtales said:

    I went back to this one and added Fiberhair to the bears.

    Render time was 11 hours; 71%; 500 iterations; CPU only. I stopped it as it was using up too many resources on the laptop and I was afraid it would crash and I would lose it. It was using 11.5 GB of my 16 GB of memory although with everything else I was doing task manager reported 15.5 GB being used and all four processor thread at 100% so I was probably using the swap file too :)

    Click on image for full size.

    Great image and the fur looks terrific!

  • BeeMKayBeeMKay Posts: 7,019

    I keep having crashes grafic card crashes and program crashes using Terradome 3 with the latest Beta of 4.9. It works fine in 4.8. I'm using GTX980 Ti with the .372 shader on a win 10 system.

    Anyone had the same problem with the Beta and this Terradome?

  • Yes I have had problems with GPU rendering in Beta on a 970  - I mentioned it earlier on in this thread

    for me the same scene rendered perfectly in the normal 4.9

    I updated my PC to a GTX1080 & as I can't use GPU rendering yet T3 works without a problem in Beta to (but CPU is super slow  to do anything)

    The Mountain Swim promo scene crashes before the render starts to show in the Window as someone else mentioned earlier.

  • BeeMKayBeeMKay Posts: 7,019
    edited September 2016

    Thanks... I also get some weird rendering with the athmosphere in 4.8.

    I am loading the pre-made scene that comes with the product. If I render it with the default settings, the result looks like this:

    The sky is bright white, and everything else, too.

    If I change the Heavyness Modifier to .99 instead of 1.0, it looks like this, and you don't really see much athmosphere at all.

    Anyone know what causes this? or do I just need to let it cook longer than ten minutes?

     

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  • FishtalesFishtales Posts: 6,214

    @BeeMKay

    Go to Environment and turn the Map setting back to 1 or even .5. The HDRI from the Terradome Set is loaded at 4000, or at least it was in mine, which is far too bright. Then you can use the camera settings in Tone Mapping to set the amount of light for the scene. You can then start to play with the Atmosphere to get what you want. You may have to readjust the Tone Mapping settings too as, depending on the amount of atmosphere you apply, the scene might get darker or lighter.

    I hope that helps.

  • BeeMKayBeeMKay Posts: 7,019

    @Fishtales

    Thank you for your suggestion. I found that the default applied factor of 0.5 for Thinness seems to be what causes the problems. When I changed it to 100, the result began to resemble the promo shoot. I was finally able to see the mountains in the distance... I also changed the tone mapping to fsto 16, so it took the brightness out of the image. I'm still not rally happy with it, as I had thought the premade default scene would give me an idea of the settings to achieve a certain result, but instead it's "go and test it out yourself".

    That's why I am wondering if this is a problem with the premade default scene settings, or if I just missed something while rendering it,or if it's a 4.8 problem. smiley

     

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  • FishtalesFishtales Posts: 6,214

    @BeeMKay

    Try another HDRI in the scene. I find the ones that come with Teradome 3 are too bright and the white areas, which should be the brightest, are washed out too much and there isn't enough variation from white to black in them.  I don't know why they are set to load at 4000 as that also means that every pixel, assuming it is a 4K HDRI, is used for the lighting which is also wrong, even setting it to the default 2 in my eyes they are too bright.

  • I know that the crashing with the DS beta has been reported, I don't believe there has been any word on a fix yet.

  • cosmo71cosmo71 Posts: 3,609

    3 Delight version would be good

  • cosmo71cosmo71 Posts: 3,609

    I played with a little in 3DL, and it looks like the sort of shader that should TOTALLY be doable in 3DL.

    But I don't know if any existing shader really does what this one does, and I don't have the chops to make one (though maybe someday...)

     

    Do you have TD3? Did you render in 3Delight?

  • cosmo71cosmo71 Posts: 3,609
    RalfZ said:

    I bought it and I think it's great, but I'm afraid it's not for me. Iray just takes too long to render on my system. Who knows, perhaps someone comes up with 3Delight shaders in the future.

    Hope so, too, I do not render in Iray

  • cosmo71cosmo71 Posts: 3,609

    Thinking of changing the thread title since it's a little long and now TD3 is live.  Any suggestions?  

    TerraDome3 no longer a rumor or mythic beast, LIVE in the store, Traveler has had his coffee, Colm needs a Pint, MV needs a nap, and we are all super excited!

    Might be a little long though

     

    a 3Delight version would be a good thing, I and also others do not render in Iray

  • firewardenfirewarden Posts: 1,488

    I bought TD3 after William Timmon's input. I render in 3DL only due to items I already own - heavily invested in Genesis/Genesis 2 - and the fact that I mostly create non-photorealistic renders and animations. I plan to mess about with the methods he used to make this work in 3DL. (You can read back through the thread and find his workflow. It looks easy enough.)

    Hopefully TD3 will still be useful for me also. I keep thinking I'm going to have time to play with it, but that  might not happen for a few days. Luckily, I have 30 days from purchase to experiment. (Life keeps happening.)

    I wish it came with 3DL shaders, just for ease of us, but Timmons made it clear it's not that hard to change up, so it will be interesting to see what results I have. I'd still buy a set of 3DL shaders specifically for TD3, tho.

    A side effect of TD3 is that it has me thinking about returning to my Bryce days of long ago or even to try Carrara again (just wish it didn't cause me eyestrain. Must play with the interface again).

  • cosmo71cosmo71 Posts: 3,609
    edited September 2016

    I bought TD3 after William Timmon's input. I render in 3DL only due to items I already own - heavily invested in Genesis/Genesis 2 - and the fact that I mostly create non-photorealistic renders and animations. I plan to mess about with the methods he used to make this work in 3DL. (You can read back through the thread and find his workflow. It looks easy enough.)

    Hopefully TD3 will still be useful for me also. I keep thinking I'm going to have time to play with it, but that  might not happen for a few days. Luckily, I have 30 days from purchase to experiment. (Life keeps happening.)

    I wish it came with 3DL shaders, just for ease of us, but Timmons made it clear it's not that hard to change up, so it will be interesting to see what results I have. I'd still buy a set of 3DL shaders specifically for TD3, tho.

    A side effect of TD3 is that it has me thinking about returning to my Bryce days of long ago or even to try Carrara again (just wish it didn't cause me eyestrain. Must play with the interface again).

    Well I think changing the shaders into DS Default with some fixings afterwards would work, but I am not sure and as written I render also not in Iray, I do not need photorealistic renders, I am happy with 3Delight and the quality I get and have with my renders.

    Post edited by cosmo71 on
  • barbultbarbult Posts: 26,270

    I know that the crashing with the DS beta has been reported, I don't believe there has been any word on a fix yet.

    Iis this the same custom shader crashing that occurs with A Touch of Dirt?

  • Oso3DOso3D Posts: 15,088

    I would suggest using stuff like Rock shaders and other complex 3DL stuff.

    The only problem is that, as far as I know of, there are no 3DL shaders that can do the 'stuff on top, stuff on sides' stuff that the TD3 shaders do. There's Let it Snow, but that's specific to snow.

    Once I wrap up my current shader product, I'm thinking of making a similar 3DL product, assuming I can figure out RDL. Though I suspect it will be easier.

     

  • Peter WadePeter Wade Posts: 1,667

    Decided to add my first attempt at a real scene. It took about 2 hours to render, CPU only because my graphics card hasn't got enough RAM for this sort of thing. It's got an A Zone, two B Zones, water plane and atmosphere.

    I really like TerraDome 3, it's a great stage to put your scenes.

     

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  • Oso3DOso3D Posts: 15,088

    You know, the more I think about it, the more I think this product might actually be MORE useful in 3DL, for one very very simple fact: 3DL displacement works well.

    With the noise morphs and displacement maps, you can get an amazing amount of texture out of TD3 features. If you have the recent Let it Snow, you have a bunch of Geoshell tricks you can use to layer terrain. Heck, don't forget collision...

    I'm currently rendering a 'badlands' image using the TD3 Badlands textures, in 3DL. The Azone is the TD3 rock texture maps, with bump -> displacement. The desert floor is a plane, set to a high poly count, that has smoothing set to collide with the AZone, and uses the TD3 earth texture maps and, again, bump -> displacement.

    I think it looks amazing (render incoming).

     

  • barbult said:

    I know that the crashing with the DS beta has been reported, I don't believe there has been any word on a fix yet.

    Iis this the same custom shader crashing that occurs with A Touch of Dirt?

    I'm not sure - is that still in the current beta?

  • barbultbarbult Posts: 26,270
    barbult said:

    I know that the crashing with the DS beta has been reported, I don't believe there has been any word on a fix yet.

    Iis this the same custom shader crashing that occurs with A Touch of Dirt?

    I'm not sure - is that still in the current beta?

    Yes, A Touch of Dirt crashes 4.9.3.71 beta but works fine in the 4.9 release version. I've submitted a bug report.
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