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  • Your workflow? Active shade vs Render tests

    It used to be that I would render each image (or at least start the render process up and through the light cache process) to check lighting, and camera position, etc. But more recently, I've started using ActiveShade for that and it seems to be much faster in terms of workflow.

    How do you roll?

    Secondly, do any of you run a second instance of Max so that you can be doing propping while the first instance is rendering out a test (assuming you have no farm, or it's busy on production renders).

    Thanks.
    David Anderson
    www.DavidAnderson.tv

    Software:
    Windows 10 Pro
    3ds Max 2024.2.1 Update
    V-Ray GPU 6 Update 2.1


    Hardware:
    Puget Systems
    TRX40 EATX
    AMD Ryzen Threadripper 3970X 32-Core 3.69GHz
    2X NVIDIA GeForce RTX 3090
    128GB RAM

  • #2
    Depends on the what I am doing I guess.

    If its archviz I prefer to do render tests especially in interiors. The only instance I use Active Shade here is when I just have walls and window openings and want to get some quick light direction going. After this phase its pretty much render test only. (altering between <1k resolution and final resolution to check materials)

    For product design etc (actually anything that doesn't really require heavy GI Usage) I keep on using Active Shade until I start finalizing materials and lights.
    Cheers,
    Oliver

    https://www.artstation.com/mokiki

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    • #3
      (Characters, Environments, etc here) Whenever possible i use GPU RT for lookdev purposes, then when it's 80% done or so, i switch back to CPU, adjust lighting and shaders due to differences in both methods.

      If RT GPU was fast enough to update the scene, i would model and use 1 graphics card for the viewport, and RT while i model with the other graphic cards. Since it isn't there yet, i just run active shade and manually pause/refresh whenever i need.

      I tried modelling while rendering with Redshift and it seemed to be ok and update on the go, maybe it's coming to Vray in the future

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      • #4
        Personally I use RT for almost the entire 'sketching' phase of the project and move to the Production Renderer once I start on the details and fine tuning. Sometimes I'll go back to RT when I need to adjust something and it becomes too painful to wait for the Production Renderer to fire up each time. One thing I've become aware of is that in very difficult lighting situations or after I've tweaked the hell out of an HDRI or light materials or whatever, RT can get out of whack so it's best to restart it every now and then, and also check it against the Production Renderer's output every so often.

        Oh and yes, I use a second max instance when I'm transferring objects over to another scene just to act as a middle man and root out any unwanted lights or objects. Using one of these copy>paste scripts and being able to quickly move objects between max instances is awesome.
        Last edited by Pixelcon; 26-04-2016, 10:45 AM.
        James Burrell www.objektiv-j.com
        Visit my Patreon patreon.com/JamesBurrell

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        • #5
          Originally posted by Pixelcon View Post
          Personally I use RT for almost the entire 'sketching' phase of the project and move to the Production Renderer once I start on the details and fine tuning. Sometimes I'll go back to RT when I need to adjust something and it becomes too painful to wait for the Production Renderer to fire up each time. One thing I've become aware of is that in very difficult lighting situations or after I've tweaked the hell out of an HDRI or light materials or whatever, RT can get out of whack so it's best to restart it every now and then, and also check it against the Production Renderer's output every so often.

          Oh and yes, I use a second max instance when I'm transferring objects over to another scene just to act as a middle man and root out any unwanted lights or objects. Using one of these copy>paste scripts and being able to quickly move objects between max instances is awesome.
          Flopitor ftw
          A.

          ---------------------
          www.digitaltwins.be

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          • #6
            Generally using lower res, overrides, on / off toggles or turning up the colour threshold to high values so I get quick results.

            Comment


            • #7
              Originally posted by Vizioen View Post
              Flopitor ftw
              "Copitor"? Anyhow, when you copy/paste to a different max scene, does it past in place? That's way cool.
              David Anderson
              www.DavidAnderson.tv

              Software:
              Windows 10 Pro
              3ds Max 2024.2.1 Update
              V-Ray GPU 6 Update 2.1


              Hardware:
              Puget Systems
              TRX40 EATX
              AMD Ryzen Threadripper 3970X 32-Core 3.69GHz
              2X NVIDIA GeForce RTX 3090
              128GB RAM

              Comment


              • #8
                Originally posted by joconnell View Post
                Generally using lower res, overrides, on / off toggles or turning up the colour threshold to high values so I get quick results.
                I'm finding that I'm using active shade more and more. I never had a dedicated GPU before I guess, so it was a disappointing experience.

                My client wants to know if it's better to invest in a second GPU (has a single Quadro K4200 now) and use Active Shade to speed up the "testing phase", or Use a second instance of Max and get a second monitor to monitor the results of a test as they are working on building a different scene.

                My advice, I guess, is "all of the above". I can't imagine working on Max with a single monitor for one, and I'm seeing a huge value in Active Shade, especially for small product renders with low polys. Interiors, on the other hand, seem like active shade to start out, but then production testing when you get closer as a few have pointed out.
                David Anderson
                www.DavidAnderson.tv

                Software:
                Windows 10 Pro
                3ds Max 2024.2.1 Update
                V-Ray GPU 6 Update 2.1


                Hardware:
                Puget Systems
                TRX40 EATX
                AMD Ryzen Threadripper 3970X 32-Core 3.69GHz
                2X NVIDIA GeForce RTX 3090
                128GB RAM

                Comment


                • #9
                  Active shade for light setup and second MAX to copy/paste between projects.
                  Bobby Parker
                  www.bobby-parker.com
                  e-mail: info@bobby-parker.com
                  phone: 2188206812

                  My current hardware setup:
                  • Ryzen 9 5900x CPU
                  • 128gb Vengeance RGB Pro RAM
                  • NVIDIA GeForce RTX 4090 X2
                  • ​Windows 11 Pro

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                  • #10
                    I would love to use activeshade for tests but memory is always an issue with the type of scenes I work with.
                    Maybe if I had 4 12gb titans hooked up I could do something

                    +1 for the second instance of max open for adding props while test rendering.
                    Chris Jackson
                    Shiftmedia
                    www.shiftmedia.sydney

                    Comment


                    • #11
                      Originally posted by glorybound View Post
                      Active shade for light setup and second MAX to copy/paste between projects.
                      What script to you use for your copy/paste stuff?
                      David Anderson
                      www.DavidAnderson.tv

                      Software:
                      Windows 10 Pro
                      3ds Max 2024.2.1 Update
                      V-Ray GPU 6 Update 2.1


                      Hardware:
                      Puget Systems
                      TRX40 EATX
                      AMD Ryzen Threadripper 3970X 32-Core 3.69GHz
                      2X NVIDIA GeForce RTX 3090
                      128GB RAM

                      Comment


                      • #12
                        Originally posted by Streetwise View Post
                        What script to you use for your copy/paste stuff?
                        off hand I don't know, however, it's from the max script site. I'll look in the morning.
                        Bobby Parker
                        www.bobby-parker.com
                        e-mail: info@bobby-parker.com
                        phone: 2188206812

                        My current hardware setup:
                        • Ryzen 9 5900x CPU
                        • 128gb Vengeance RGB Pro RAM
                        • NVIDIA GeForce RTX 4090 X2
                        • ​Windows 11 Pro

                        Comment


                        • #13
                          Originally posted by Streetwise View Post
                          What script to you use for your copy/paste stuff?
                          Copy/PasteObjects.mcr

                          I assigned it the keys Alt+C for copy and go to the other scene and past by doing Alt+V

                          And here you have the page to download it: http://www.scriptspot.com/3ds-max/sc...-paste-objects
                          Last edited by padre.ayuso; 26-04-2016, 09:08 PM.

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                          • #14
                            Originally posted by Vizioen View Post
                            Flopitor ftw
                            Also this

                            I use RT GPU whenever I can at the beginning as the fast feedback is so valuable.
                            Ive started modelling elements in a separate file so I can build materials using RT GPU with super fast feedback. Still trying to figure out a good/universal studio setup to do this, was going to ask on here soon for some tips!

                            Comment


                            • #15
                              So what are the remaining major differences between GPU and Production in terms of a realistic production? Still some of the procedural maps etc?
                              James Burrell www.objektiv-j.com
                              Visit my Patreon patreon.com/JamesBurrell

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