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Hash, Inc. - Animation:Master

robcat2075

Hash Fellow
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Everything posted by robcat2075

  1. AFAIK, the DVD file is the same as before.
  2. Send me the model and the decal
  3. A private message. Your forum mail.
  4. If you want to send it to me I'll look at it. You can send it in PM.
  5. The problem is the faceting on the right edge?
  6. What part of this does not work...
  7. I'll note that extra nodes are fairly inexpensive to add...
  8. I still don't understand. Do you want to buy render nodes or do you want to buy a new non-expiring subscription? If you buy a new non-expiring subscription it won't recognize the four nodes in your old subscription, it will recognize its own nodes and any you buy to add to it.
  9. What subscription do you have now?
  10. Is it render nodes you want?
  11. I'll add that a handy A:M feature is Backup. Backup will save the entire state of your Project, even external assets, in separate folder. https://forums.hash.com/topic/48860-v190g/#comment-418234
  12. If your model is saved externally from the PRJ (i.e. "linked", not "embedded" in the PRJ) then that same model file gets over written with every PRJ save. Yes, that is how it is intended to work, although I agree it is potentially confusing and or alarming if you don't understand that. "Embedded" is introduced on pg. 11 of the TECH REF. Most PRJ assets* can be either Linked or Embedded. Embedded assets are saved in the PRJ files. Linked are merely file-path-referenced in the PRJ. If you make a model from scratch in a PRJ it is embedded unless you save it out separately from the PRJ. Then it becomes Linked. If you have imported a model into a PRJ, it will still be Linked unless you change its File Info>Embedded property to ON. Alternatively you can embed all assets* in a PRJ from the menu Project>Embed All You can tell if an asset is Linked by the floppy disc icon over it in the PWS as is the case for "grid" in the below example. *Note that Images and Sounds can never be embedded in the PRJ. They are always Linked and if you move a PRJ you must remember to move those assets with it.
  13. A ground up re-write just for ARM?... I doubt that can happen. Some years ago former A:M programmer Ken Baer told me that A:M has been rewritten from the "ground up" twice in its history. Both times it took six programmers about two years to get it to being stable and usable again. However, compilers are more powerful now than they were back then... Windows 11 on ARM gets big boost with rollout of ARM64EC It's not clear how much work the programmer has to do to to "recompile" for ARM, but maybe this sort of half-emulated/half-native is what could be done. Steffen is the expert, not me. I don't know if A:M runs on Windows on ARM or not. The Microsoft Surface Pro X is an ARM PC. I can't imagine them selling a PC that locks out all existing windows apps but then... a lot of their customers just run MS office apps and those have been made availabe in ARM versions.
  14. Putting NetRender in the background shouldn't be a problem. The nodes probably just gave up on their own. That is a problem I have reported as bug and should be fixed in v19.5 (coming soon) If your nodes give up, save your "pool" then restart, run NetRender and load that pool again. The Pool saves how knows whatframes are completed so you don't have to re render them
  15. I remember in the 70s experts were worrying about what we'd do with all the leisure time we got because of automation.
  16. A boot-up menu of the motherboard lets me enable/disable hyperthreading and various cores. It isn't possible to turn off Performance cores entirely but it is possible to turn off all but one and leave the four Efficiency cores on. This chart compares throughput of Efficiency cores to a Performance core. Only three Efficiency cores get tasked by NetRender.
  17. I've detected a few glimmers of mo-cap activity among our forum members but I'd like to see more. The contest is extended to November 28! If you haven't started, now you can! Get your entry in by Monday November 28!
  18. Here is an article that covers the difference between "performance" cores and "efficiency" cores Intel CPUs Explained: What Are E-Cores and P-Cores?
  19. Looks like trouble. I haven't watched the whole thing but if it could work in real time... generate the motions as soon as you need them it might be something useful for driving characters in games. The problem with all these AI art generators is that they work digesting previous artwork. If all the artists stop because everyone is asking AI to make their art instead, then new things will stop being developed and the AI art will be stuck on what ever existed before AI.
  20. Considering just the eight standard cores, it is apparent that n cores doesn't quite create n times the first core's throughput. This is largely because the CPU can't run as fast with more cores working. With just one core tasked, the CPU can throttle up to its full "boost" speed but as each additional core is spun up the GHz have to come down a bit to manage the heat. It is also possible that there is a slight performance penalty as multiple cores compete for CPU cache and access to RAM. None-the-less, NetRender scales very well as cores are added... 7.63 is pretty close to 8.0! I'll take it
  21. Notice that with Hyperthreading OFF, each of cores 9-11 adds more to the productivity than when Hyperthreading is ON. When Hyperthreading is ON the addition of each of cores 9-19 is similar. It may be that when Hyperthreading is ON, the "efficiency cores" have something to do with managing that. The results for cores 9-19 may be a mix of what efficiency cores and hyper threaded cores do. Q: If there are 8 Performance cores and 4 Efficiency cores why are there scores for only 11 nodes when HT is OFF? A: The version of A:M I was testing limits the number of nodes to total number of cores minus one. With HT OFF, NetRender sees 12 cores and makes 11 nodes possible. Likewise, when HT is ON, creating a total 20 logical cores (8 performance + 8 hyperthreaded+ 4 efficiency cores), Netrender allows only up to one less than that total.
  22. The chart is generated in an OpenOffice spreadsheet. I made a PRJ and Preset to render the Three Teapots benchmark scene for 100 frames. I loaded it in NetRender and did it with one core, two cores, three cores, etc .... and saved all the logs. Nothing else was running on the computer during these renders. After each run I looked to see what the typical render time in seconds per frame was, when all the nodes for that run were rendering. (The time for the first and last frames for each node are ignored). This number becomes "seconds per frame per node" "Frames per hour" is (seconds in one hour/seconds per frame per node) * number of nodes "Throughput" ratio is frames per hour for x nodes /frames per hour for a single node Yup!
  23. That workflow is not saving you time if you're not able to close your five-pointers because of it.
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