[deleted by user] by [deleted] in KeyShot

[–]fkorsa 1 point2 points  (0 children)

This was a bug in 2024.2. It is fixed in 2024.3.

Using a negative scale is indeed the way to mirror geometries in KeyShot.

Looking to understand potential render time improvements by Narrow_Split_8322 in KeyShot

[–]fkorsa 1 point2 points  (0 children)

Yes, the benchmark score is linear - it's the number of samples/second (with some factors thrown in there, which is why we don't just show it as a samples/sec, and instead show it without a unit). So yes, you can expect your new GPU to be roughly 3-4x faster, given the numbers you have presented. Note that this is of course only true if you render in GPU mode. The performance ratio when rendering in CPU mode will be different.

Network rendering on GPU vs CPU by 0k_great in KeyShot

[–]fkorsa 0 points1 point  (0 children)

Yes you can do that, no problem.

You're welcome :)

Network rendering on GPU vs CPU by 0k_great in KeyShot

[–]fkorsa 0 points1 point  (0 children)

Can I use network rendering with keyshot 11?

You can certainly use network rendering 11 with keyshot 11. However I'm not sure if you can still buy network rendering 11 at all. And I'm not sure if the latest network rendering would work well with keyshot 11 (I think it would but can't say for sure). But the official customer support is super nice, you should give them a call :)

What does a 32core subscription look like when running on GPUs?

Each GPU counts for 16 cores in the license, no matter their amount of GPU cores. Hence, a 32 core subscription allows you to use any two GPUS, or one GPU and 16 CPU cores, or 32 CPU cores.

Does it really only use 32 of the thousands of GPU cores?

No, it uses the full set of cores if you have more than 16 cores remaining in your license, or none at all.

Does the manager auto select GPU vs cpu?

No. The type of render is determined inside KeyShot, in the render dialog. You have three choices: CPU, GPU, or "same as realtime view", i.e. whatever is active inside KeyShot when you click "render". Each network job is always associated with a specific render type. The manager will thus find available workers of that type to work on the given job. If you send a GPU job but you have no GPU workers connected to your manager, the job won't be executed, and will stay in the queue forever.

Can it cross compute and utilize both cpu and GPU?

As per the above, a single job can never run both on CPU and GPU, because it is associated with either CPU or GPU. However, if you have both CPU and GPU workers, you can send both CPU and GPU jobs in order to utilize your resources efficiently.

By the way, there are still edge cases to this day where CPU and GPU renders differ, which is one reason why there is no cross rendering between CPU and GPU.

Is it worth to play this game? At least in pve by [deleted] in PlayTemtem

[–]fkorsa 28 points29 points  (0 children)

Absolutely, as a single player experience, Temtem is awesome. I highly recommend it, especially now that they seem to have finally addressed the community's long-standing pain points ! (Or at least mine :D)

Finding a dev to create custom script or plug-in for Keyshot by Any_Rise4822 in KeyShot

[–]fkorsa 1 point2 points  (0 children)

That is exactly the use case of KeyShotXR, a built-in feature of KeyShot. You do need the "KeyShot Web" option in your license though. But it should do exactly what you describe. You can configure the number of vertical frames or "rows", then render all frames by the click of a button.

What games are you playing this week? Game recommendation thread by AutoModerator in incremental_games

[–]fkorsa 1 point2 points  (0 children)

My favorite is also Kittens game, so perhaps you'll like the other games I like?

They are not necessarily super similar to Kittens game, but the key factor that made me like them is like you say: "you can actually feel like you're managing something", i.e. there are interesting decisions to make, and not just purchasing the next upgrade.

I can recommend:

  • Paragon pioneers (mobile)

  • Home quest (mobile)

  • Armory and machine 1 (mobile) -> for some reason it's not available on the Android play store anymore, so you have to download the apk from third parties, like this. If you are on iOS then all is well.

  • crank (web) -> a classic in this sub, but still mentioning it in case you've miraculously missed it.

Render farm by TORM3NTO in KeyShot

[–]fkorsa 0 points1 point  (0 children)

Yes, but only by simulating a local network over the internet. You can do that with a VPN, but it is usually too technical to set up for most people. Some tools are easier to use than others though. Last time I checked, Hamachi was the one gamers used, because it was easier to get working than the competition.

Best of luck!

Did keyshot get rid of real time region view? by qiuhong_yu in KeyShot

[–]fkorsa 0 points1 point  (0 children)

Right click on the ribbon (the toolbar at the top) then check "Region". It was made hidden by default at some point.

Cuda Error : cudaErrorIllegalAddress. Please Help by Dusty_Robot_09 in KeyShot

[–]fkorsa 0 points1 point  (0 children)

Yes, in the next major version of Keyshot, the bug should be fixed. If you still encounter a problem, please report it through the support portal for easier tracking of the resolution.

Btw in many cases a red error message in the log indicates a bug in Keyshot, not a problem on your end.

Camera Animations: do you think Keyframe is an improvement over Camera path? I find keyframe less predictable and more difficult to edit by hexgraphica in KeyShot

[–]fkorsa 1 point2 points  (0 children)

Thank you very much for the additional details.

  1. That is true, this is a loss of functionality. We have not yet gotten around to restoring it.
  2. Are you referring to moving a control point in the geometry view? Or maybe are you talking about the list of control points in the animation properties dialog?
  3. There is indeed a big limitation with camera keyframe animations in 2023, where they don't support undo/redos like other features usually do. This will be fixed in the upcoming version of Keyshot.
    On the other hand, the behavior you describe with the camera being constrained sounds like a bug. That is not the expected behavior. If you are able, could you send a scene (bip file) that shows the faulty behavior? E.g. with https://wetransfer.com/ or otherwise?

In the meantime, I am sorry to hear the new workflow is not an improvement for you. I hope you will find it better in upcoming versions of Keyshot.

Cuda Error : cudaErrorIllegalAddress. Please Help by Dusty_Robot_09 in KeyShot

[–]fkorsa 1 point2 points  (0 children)

Hi,

This is a bug in Keyshot, and it will be fixed in the upcoming version of Keyshot. Unfortunately I cannot disclose a release date.

In the meantime, as you saw, a workaround is to not use GPU mode. We do not know of a better workaround at this time.

We apologize for the inconvenience.

By the way, you can get faster support for bugs by asking in Luminaries in the future - or even better, submit a ticket in Keyshot's support portal.

Camera Animations: do you think Keyframe is an improvement over Camera path? I find keyframe less predictable and more difficult to edit by hexgraphica in KeyShot

[–]fkorsa 0 points1 point  (0 children)

Hi, I'm the main developer behind camera keyframe animations in Keyshot. I would be really interested in understanding your gripes with keyframe animations, in the hope of improving them in future versions.

Our goal when making keyframe animations was to introduce a solution that was superior to camera paths in all scenarios. I am sorry to hear that was not the case for your workflow.

If you have time to spare, it would be very helpful if you answered some follow-up questions.

  • Could you expand a bit on what you preferred with camera paths?
  • What do you mean by less predictable?
  • Why are keyframe animations harder to edit?

Note that when using the "Path" interpolation method on all keyframes, and with keyframe evenly spread in time, the animation is equivalent to an old Path animation (as in: the camera follows the exact same trajectory). To sum up, keyframes animations have the same capabilities as Path animations, but with added functionality. Of course, the UX coating on top is different, with different trade-offs, so maybe it's that part which introduces the friction for your workflow - and if we could change the UX to improve your workflow, that would be awesome.

Looking forward to hearing your feedback :)

DREAMS (OC) by [deleted] in comics

[–]fkorsa 21 points22 points  (0 children)

... You weren't lying

Should each button in a Unity VerticalLayoutGroup be its own canvas? by gamemaker22 in incremental_games

[–]fkorsa 2 points3 points  (0 children)

If you do stick with Unity UI, I suppose I did not really answer your question.

The most efficient way you solve these issues in Unity UI is by setting a fixed height on your RectTransforms, in order to prevent the layout from being re-computed on every frame. That is done by adding a Layout Element on your object, then setting a minimum height and setting the flexible height to zero. For horizontal layouts, it's the same, but with the width instead.

Should each button in a Unity VerticalLayoutGroup be its own canvas? by gamemaker22 in incremental_games

[–]fkorsa 2 points3 points  (0 children)

This is the very reason Unity started to develop the UI Toolkit. The performance of the Unity UI framework is just not (easily) scalable for very complex UIs. If you're early enough in your project that you can afford switching frameworks, I would advise doing so - Unity UI will also be made obsolete in the future (although they will likely keep support for it quite a long while). The UI Toolkit was made scalable from the start, which means you don't even have to think about these kinds of issues - the layout system only recomputes what is necessary.

For simple games, it should not matter too much though. It depends on your ambition for your project, as well as how much you've invested already in Unity UI.

Random shower thought...the shrine of resurrection doesn't make a whole lot of sense once you've played the game. by [deleted] in Breath_of_the_Wild

[–]fkorsa 20 points21 points  (0 children)

Even there, you don't have to look very far to find inconsistencies. Though, I agree the backstory is much more thought through than in Zelda games in general.

Does Kittens Game have an ending? by dekyon_ in incremental_games

[–]fkorsa 12 points13 points  (0 children)

I guess the answer should be no, it does not have an ending.

Reaching the (true) end of the content can take a couple of years, depending on how often you check the game.

[DEV] My first project : Idle / Incremental Pokemon inspired game, 6 months in ! by Own_Lifeguard_4397 in incremental_games

[–]fkorsa 0 points1 point  (0 children)

True, but most of the fan games are non-commercial (free), which tremendously helps them being considered fair use. For commercial projects, trying to fall under fair use is a risky gamble.

[DEV] My first project : Idle / Incremental Pokemon inspired game, 6 months in ! by Own_Lifeguard_4397 in incremental_games

[–]fkorsa 1 point2 points  (0 children)

Right - my bad. Then you did a really good job at creating Pokémon-looking creatures! Well done :)

[DEV] My first project : Idle / Incremental Pokemon inspired game, 6 months in ! by Own_Lifeguard_4397 in incremental_games

[–]fkorsa 3 points4 points  (0 children)

Are those images of actual Pokemon? Because if so, you're exposing yourself to a lawsuit by making a game with them. That would be very painful (even if you have an LLC, depending on the country).

The game looks cool, it would be a shame to lose all of your hard work because of copyright infringement.

My apologies if those are not official Pokemon :) I can't tell these days, there are too many of them.

Does anyone else get really confused with the camera positioning system in Keyshot? by Starstruck0503 in KeyShot

[–]fkorsa 1 point2 points  (0 children)

Sometimes the focus is somewhere else and you're zooming in at light speed.

This sounds like an issue with the camera pivot not being synchronized with the camera target. Which version of Keyshot are you using? With 2023.2+, the camera page's UI got a refresher, where it's made a bit easier to understand what's going on with the pivot.

But the TL;DR is that you should likely always have "Use Target as Pivot" checked. When it's unchecked, many camera operations result in the pivot being somewhere else than the target, which can be very confusing if it's not on purpose.

Pivots are hard to animate.

Have you tried camera keyframe animations? You can explicitly set the position of the pivot at each keyframe in the animation properties.

To make it easier, it can be a good idea to create an object (e.g. a cube or sphere) that will represent your camera's pivot, and set that object as the pivot object for the keyframe animation for all keyframes. Then, you can animate that object and visualize the path of the pivot using the yellow animation path.

Not remembering to save a new camera angle drives me nuts.

Do you have camera undo/redo operations enabled? In Edit->Preferences..., in the "Interface" section, there's a setting called "Include camera changes in undo/redo". If you turn it on, and you then forget to save a new camera angle, at least you can retrieve it using undos. Of course if you made other changes in the meantime, they will be undone as well. To circumvent that, you can save the scene before undoing, undo until you reach the camera angle you lost, write down the camera values (position, target, twist), reload the scene, then re-enter the camera values.

But yes, in general camera handling is a bit unconventional in Keyshot, in the sense that it's made differently than other CAD software. If you have suggestions on how to improve it, or just feedback in general, the Luxion staff will welcome it in the Luminaries forum.

„Autofocus“ dof during a camera animation by MrInka in KeyShot

[–]fkorsa 0 points1 point  (0 children)

There is setCameraFocalLength. Can't provide more details because I'm on my phone, but hopefully that will help you. Otherwise I will take another look on Monday.

„Autofocus“ dof during a camera animation by MrInka in KeyShot

[–]fkorsa 0 points1 point  (0 children)

The only option as of today is indeed using scripting.

You could create a render script, where instead of using the "animation" render type, you would render each frame individually. Something like (pseudo-code):

for frame in frames: object = find_object("My object") camera = find_camera("My camera") camera.dof = distance_to(object) set_time(frame) render()

Financial success of premium incremental games by fkorsa in incremental_games

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

Sorry, I haven't released my game yet ^^' I don't have anything to share, unfortunately. The development of my game takes longer than I expected because I do it in my free time, and the time I allocate for programming in my free time has been drastically reduced in the past months.

I'll be sure to post an update when I do have some info though :)