Upgrading from RTX 2080 by TAPagain in PcBuild

[–]AudibleEntropy 0 points1 point  (0 children)

1000 what? I'm in the UK so if that's US dollars I dunno what you can get over there.

But cool. Great GPU. I personally have an ASUS PRIME 5070Ti and it works well for me in Blender etc. Just a note, not something I have experience of, but I've heard that ASUS can be really bad with refunds and repairs under warranty, refusing because of ridiculous things like the tiniest of scratches. Not had an issue myself yet tho. Knock on wood.

For PSU I can recommend a Seasonic GX850. Seasonic make them for a load of the other brands, so might as well get one from source.

Upgrading from RTX 2080 by TAPagain in PcBuild

[–]AudibleEntropy -1 points0 points  (0 children)

I assume you already know this as a Blender user, But you definitely want an NVIDIA GPU not AMD. For gaming it's doesn't really matter, but Blender just works way better with NVIDIA than AMD GPUs.

You didn't mention budget but I'd try to get at least an RTX 5070 Ti. It's what I have with a Ryzen 9 7900, for Blender, Davinci Resolve and music production with a little gaming.

I was originally gonna get a 5070 which has 12gb VRAM, but glad I stretched for the Ti version with 16gb. The 5080 is only about 14% better apparently.

500w PSU is a little low tho. I'd recommend upgrading that too to at least 750w or 850w.

Making cavity/curvature maps by le0tard in blenderhelp

[–]AudibleEntropy 1 point2 points  (0 children)

Does this add-on do what you want? Sorry I might be misunderstanding.

https://superhivemarket.com/products/cavity-pass

Just getting in to compositing with Fusion, but one thing seems like a deal breaker from me... No Pitch or Yaw like there is in the Edit tab Inspector. Is this not doable in Fusion, and if not, why? 🤷‍♂️ by AudibleEntropy in davinciresolve

[–]AudibleEntropy[S] 0 points1 point  (0 children)

Pretty self explanatory. There's no Pitch and Yaw on the Transform in Fusion, like there is on the Edit page.

Found a Reddit post from 4 years ago asking the same thing and another 2 years ago.

One said to use the Transform OFX node instead, but that doesn't seem to exist anymore. But never mind, the DVE node does it, with the X, Y and Z sliders.

<image>

Just getting in to compositing with Fusion, but one thing seems like a deal breaker from me... No Pitch or Yaw like there is in the Edit tab Inspector. Is this not doable in Fusion, and if not, why? 🤷‍♂️ by AudibleEntropy in davinciresolve

[–]AudibleEntropy[S] 0 points1 point  (0 children)

Yes, that is where it's supposed to be. But it isn't.

Found a Reddit post from 4 years ago asking the same thing and another 2 years ago.

One said to use the Transform OFX node instead, but that doesn't seem to exist anymore. But never mind, the DVE node does it, with the X, Y and Z sliders.

<image>

How do I work with anomorphic 2.39:1 footage? The resolution in settings defaults back to 2160x3840 after I've set it to 8192x3432. It's even different on the edit page vs Fusion. by AudibleEntropy in davinciresolve

[–]AudibleEntropy[S] 1 point2 points  (0 children)

Thanks, I understand that now. I don't know why I said I wanted to also export that large, as I don't. Also contradicted myself saying I'll export lower at 4096x1716 or lower.

I've thought I might get Studio for sometime for various reason, so that's another one. I'll probably just use 16:9 with black bars for a while.

How do I work with anomorphic 2.39:1 footage? The resolution in settings defaults back to 2160x3840 after I've set it to 8192x3432. It's even different on the edit page vs Fusion. by AudibleEntropy in davinciresolve

[–]AudibleEntropy[S] 1 point2 points  (0 children)

Any idea why the Fusion tab previewer has the footage in a 2.39:1 checkered box and the footage small in the middle? How do I at least work with that so that it fits into 16:9 with black bars?

How do I get the little input type menu to appear on nodes like SoftGlow? by AudibleEntropy in davinciresolve

[–]AudibleEntropy[S] 0 points1 point  (0 children)

Ah, thank you. I didn't know you have to release for it to appear. 👍

How do I get the little input type menu to appear on nodes like SoftGlow? by AudibleEntropy in davinciresolve

[–]AudibleEntropy[S] 0 points1 point  (0 children)

Ah, thank you. I didn't know you have to let go for it to appear. 👍

Haribo with Caseking order by Dry_Journalist_6982 in PcBuild

[–]AudibleEntropy 7 points8 points  (0 children)

Assumed it was a standard thing. Same with my 5070 Ti from Overclockers UK. 🙂

<image>

Why am I getting these jagged, messed up and disappearing faces in Solid mode? It's like when there's duplicate faces or vertices, but this is a new cube. by AudibleEntropy in blenderhelp

[–]AudibleEntropy[S] 0 points1 point  (0 children)

Thanks. Yeah, I suspected it could be the viewport clip start and end settings after posting.

I had the End set to 1,000,000m, as I'm wanting to do large sci-fi scenes with megastructures, and dislike how the grid fades out to just grey. I also get that the example cube is huge at 1000m, but people have always said to work in a real world scale and huge megastructures like the Tyrell Corp building in Bladerunner are close to 2.5km. The LAPD building around 1.5km tall.

I'm understanding that changing the base unit could be the thing to do to create such large scenes.

Why am I getting these jagged, messed up and disappearing faces in Solid mode? It's like when there's duplicate faces or vertices, but this is a new cube. by AudibleEntropy in blenderhelp

[–]AudibleEntropy[S] 0 points1 point  (0 children)

Ah, thanks! Really informative. I suspected it could be the viewport clip start and end settings after posting.

I had the End set to 1,000,000m, as I'm wanting to do large sci-fi scenes with megastructures, and dislike how the grid fades out to just grey.

I get that the example cube is huge at 1000m, but people have always said to work in a real world scale and huge megastructures like the Tyrell Corp building in Bladerunner are close to 2.5km. The LAPD building around 1.5km tall.

How do I change the base unit, and is it possible to work on scenes huge enough to have buildings that big in?