jonah tobias

jonahtobias

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RBD constrains June 28, 2018, 3:28 p.m.

To fix certain parts in place but keep them in the simulation I first create a group that includes the points that represent each shard of glass that can be impacted.
Then I make a point integer attribute on that group called “active” set it so that all members of the group have the value active==1, all others active==0
The riged body solver will recognize the active attribute. Points where active==0 will be colliders, but not simulated.
Im also using the glue constraint network off the shelf to hold all the shard in-place until they're struck by the bullet.

Redshift on a mac Feb. 5, 2018, 3:03 p.m.

Just as an update I've now connected a second 1080 TI to my Late 2013 Mac Pro setup. Configuring it was surprisingly difficult and took almost a full day but now it works well. Living life on the edge. My render speed is almost 2x as fast with two cards. Benchmark scene went from 12 minutes on one card to 6:20 with two.

Redshift on a mac Jan. 21, 2018, 9:57 p.m.

The thing the 4x PCIe speed might limit is the speed geo and textures load into the cards memory. Typically scenes load into in the ipr quite fast and the render goes from loading to rendering as quickly as mantra.

The Nvidia drivers are less mature for the Mac than the other platforms and there’s no way to overclock currently. so I’m getting slightly slower speeds than an equivalent PC, but not by much.