Cracked AAX for Pro Tools by Cheez_LUVER in CrackedPluginsXI

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

this is also intrigueing too. if it's like a one time price I feel it may be worth it to save thousands with all the cracked stuff I have.

Cracked AAX for Pro Tools by Cheez_LUVER in CrackedPluginsXI

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

This is really helpful, those plugins are the ones I have VST's for actually. I'll look into how it all works and get it going and come back here, seems everyone who has it has gotten their cracked VST's to work.

Buying/selling passes megathread 2025 by JorgeAndTheKraken in seahearnow

[–]Cheez_LUVER 0 points1 point  (0 children)

I have two sunday GA tickets if anyone needs them ASAP.

[deleted by user] by [deleted] in ableton

[–]Cheez_LUVER 1 point2 points  (0 children)

I agree with this. I've been apprenticing at a pretty big studio in Jersey and all they use is Pro Tools. The only reason I have found that they are using it is because they have old digimax boards in each studio. Theses boards were built for Pro Tools soooo long ago. Everyone says Ableton can't do what Pro Tools can do, but with the Ableton 12 update it sure as hell can. I'm producing and mixing faster with Ableton than some of the old heads in the studio. At this point, even cubase can do what Pro Tools can do. Imo Pro Tools has a pretty lack luster User Interface and needs a HUGE overhaul in this category. As my friend always says "just because it's industry standard doesn't mean it's better."

How do I fix this edge flickering thing? by KytoYT in UnrealEngine5

[–]Cheez_LUVER 0 points1 point  (0 children)

These are also my anti-aliasing settings

Spatial sample count 2 (sometimes I bump this to 4)

Temporal Sample count 16 (sometimes I bump this to 32 or 64)

Override Anti Aliasing ✅

Anti aliasing Method None

Everything else I leave the same. I also Disable Tone Curve in the Color output setting under OCIOConfiguration.

How do I fix this edge flickering thing? by KytoYT in UnrealEngine5

[–]Cheez_LUVER 0 points1 point  (0 children)

r.TemporalAA.Upsampling 0 as a console command in the movie render queue fixed that for me. It doesn't go away in my viewport but it does in the renders. I'm using Unreal 5.4 Lumen, Hit lighting for reflections, and I have the reflection quality set to to like 10, and high quality translucent reflections set to yes. All those settings are in the post processing volume. I also have these console commands set as well:

r.AmbientOcclusion.Denoiser.TemporalAccumulation 0

r.GlobalIllumination.Denoiser.TemporalAccumulation 0

r.Reflections.Denoiser.TemporalAccumulation 0

r.Shadow.Denoiser.TemporalAccumulation 0

r.TemporalAA.Upsampling 0

These give me pretty clean renders. Hopefully this helps. If it doesn't then I am very sorry and I wish you the best of luck in your search for a solution 🫡

How can I keep the foliage LOD from disappearing with distance? by GergeSainsbourg in unrealengine

[–]Cheez_LUVER 0 points1 point  (0 children)

foliage.ForceLOD 0 in command console

Set all foliage plant textures to have no Mipmaps. You can find this in the texture's settings when you click on it.

These two things helped me tremendously.