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4:51 AM
0
A: Mac Pro Tower - Sapphire Radeon Rx580 is really, really slow

Blending in TranceYes, you doing it all wrong. Mac sucks hard. https://linustechtips.com/main/topic/975081-cuda-1060-6gb-opencl-rx-580-for-blender/

Hard to flag as not an answer when in agreement lol
 
 
3 hours later…
7:30 AM
@batFINGER Good lord did apple screw them D:
0
A: Mac Pro Tower - Sapphire Radeon Rx580 is really, really slow

gandalf3Unfortunately Apple has deprecated OpenCL and OpenGL in favor of their own Metal API. In fact, Blender has recently dropped OpenCL support on macOS completely, due to too many bugs in the macOS OpenCL compiler. Long story short, due to apple's rejection of widely used open APIs, it's unlikely th...

@batFINGER I added my own slight rephrasing as an answer :p
 
Yep read your answer.. (was agreeing to mac sucks...)
 
I got that
 
btw the <kbd> script has stopped working on linux firefox
 
I've noticed, I keep meaning to debug it
Thanks for the reminder :P
 
NP
that cartoon on the link "can't come to bed yet, someone on the internet is wrong" is a pearler.
 
7:35 AM
lol
So very true
 
 
1 hour later…
8:45 AM
@batFINGER Turns out the GM storage API changed, now there's scopes and async stuff. Unfortunately debugging is turning out to be a bit of a pain (GM randomly won't load it at all, the debugger shows the wrong source, console.log statements aren't showing up).
For the time being you can comment out the contents of toggle_extra_markdown() and get_prefs() (they're defined at the top of the script) and it should work. Have get_prefs() return 1 or 0 depending on whether you want "extra markdown" or not (the icons and stuff)
I'll probably overhaul it (strip out jquery etc) along with the blendexchange script when BE 2.0 comes out (@GiantCowFilms), so not too keen on spending much time on it right now..
 
 
6 hours later…
2:25 PM
Hi how can I uniformly sample points from an object, e.g. a cube?
I would like in the end to have something like this:
 
 
1 hour later…
3:36 PM
Found something better to visualize pointclouds than blender: lidarview.com
 
3:53 PM
@gandalf3 I need to do that. Code is pretty much done, only thing now is to deploy
Which means upgrading the PHP version on my server.
Which means upgrading every single sorry little PHP thing I've deployed to that server over the years.
 
 
3 hours later…
7:12 PM
Good evening
Apologies if it's hard to see, but don't the shadows look weird on the bottom right section?
It's like the 3D part is flipped or something
 
7:25 PM
@GiantCowFilms Can you not install multiple versions in parallel?
@skiwi Are the normals inverted?
 
@gandalf3 Don't think so, they're all pointing outwards
I added my backplate again, now it looks especially off
 
Any modifiers?
 
The black part is in front of the wood, and a glass plate is in front of the black part, so it doesn't make sense to me
 
That is odd
 
What I want is a solid material, so I used a Diffuse BSDF for it
 
7:28 PM
Would it be possible to upload somewhere? Might be faster than playing 20 questions :P
 
Uh of course, I linked three material files into it though, so maybe I should make a zip
 
Try copying it somewhere to break the links and see if it still happens
 
But then the materials are also gone
 
Right, but if it still happens I don't need them
 
1drv.ms/u/s!AhphnnSoYyMOgpgQ2C-7OKEL4-U2Kg not sure if this works (from OneDrive)
 
7:31 PM
It did
 
Ok cool
 
Although it looks correct on my end, the plot thickens
 
It does look correct if I press Ctrl+Z (not sure how it's called), but when actually rendering it looks incorrect
 
oh
I see
 
It's a hint definitely, but towards what issue :D
 
7:35 PM
@skiwi Try increasing the minimum clipping distance on your camera
Most of the precision in the z-buffer is near the minimum (so that close surfaces are sorted more carefully than far ones where imprecision matters less)
Unfortunately it seems .1mm is so close that stuff is getting imprecise not far enough away :P
1mm looks more reasonable for me
 
@gandalf3 I'll give it a try! Would never have thought that haha
 
Good luck :) I have to go for a bit, I'll be back in a short while
 
I just finished a high quality render on the old settings, only my glass disappeared lol
Clipping values of 1mm and 1cm seem to give the same issues
 
8:22 PM
@skiwi Interesting
Does using CPU rendering affect anything?
 
I'm suspecting the glass shader, without it seems to render perfectly fine
@gandalf3 That will be a huge setback, let's see if it renders anything :P
 
Also, see if putting a slight air-gap between the glass and the wood helps. When you have two surfaces in exactly the same place, rays will (kind of) randomly choose to sample one surface or the other. It's possible some rays are sampling the back of the glass and refracting past the inlay, then sampling the wood backplate (again sampling two surfaces, in this case skipping the back of the inlay)
 
That's not a bad idea... I want to ultimately change my model anyway to make a gap
CPU compute doesn't matter
And it scary how closely my CPU matches my GPU haha
 
hehe
Are you using the same tile size for each?
Judging from your gif I suspect you could get slightly lower render times using a larger tile size on your GPU
On my GPU I've found the sweet spot is usually around 1 second per tile
No idea why
 
OMG you are a genius, the spacing really works wonders
 
8:30 PM
\o/
 
It also seems to render faster now, probably less rays to trace
 
That's interesting
 
My PC is quite a beast though... 32 GB RAM, i7-8700K OC'd to 4.7GHz on all cores and a GTX 1080 Ti
I intended it for VR gaming :P
 
nice :D
 
But apparently it works well for 3D rendering too xD
 
8:35 PM
I wonder if our difference between renders with the camera clipping was due to OpenCL vs CUDA or something (I'm on a Vega 64 :P)
 
Hm, yours definitely rendered differently indeed
A lot darker
 
At least the air-gap solving it could explain why adjusting the clipping to increase precision would help hide the issue
@skiwi you're right
that's even more interesting
 
Though next render won't be fair to compare as I increased the sun's intensity
 
Is the sun lamp the only source of illumination? You don't have other linked lamps you didn't include in the zip? :P
 
I kinda lost the glass effect though (and increased it to 4mm from 1mm), but that mayb e solved by either the angle or a spotlight
@gandalf3 Only the sun
But I'm fine if in real the glass won't do much, because I only need plexiglass for UV protection
which reminds me that I probably should put that refraction into it
 
8:38 PM
ah, the display device in Properties > Scene > Color Management was set to None on my end
 
Mm I don't see that option
 
Set to sRGB it looks more like yours
 
I actually wanted to use inlay foam/rubber instead of just a black texture, but I think this will do
Ah yes I have sRGB indeed
I'm doing this right now for a planned hobby project, but damn 3D modeling does look really interesting
I myself studied computer science, so I was pretty close to it, also did some 3D courses
 
Nice :D
I'm in computer science as well
 
That's cool :)
I studied at Eindhoven University, in The Netherlands, where I also live and am from
 
8:46 PM
Cool! I'm in the US myself. Unfortunately my knowledge of the Netherlands pretty much boils down to "that's where the blender institute is" :P
 
:P
It's almost finished :D
 
Beautiful!
 
Sad part is that I need to change it so it can also actually be manafactured haha
The slots are for graded pokemon cards, they are in a plastic case, so they should fall in
I'm thinking to have the glass plate be larger than the backplate, and then add edges on top of it, with one of them mountable
 
Very nice!
I have to take off again, best of luck :)
 
9:02 PM
Thank you for the help :)
 
 
1 hour later…
10:19 PM
@GiantCowFilms. Or @gandalf3 how hard would it be to make a chrome plugin that just changed the letter n to m everywhere
 
10:32 PM
@Scalia Probably not much. In fact I think something like that already exists
 

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