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If you don’t spend all your time rendering then you don’t need a PC.
If you care about more than rendering speed then stick with Mac it’s a no-brainer.
The current rosetta ZBrush works great for me with tens of millions of polygons…
Even rendering in ZBrush is nice for me, an A2 300DPI poster I recently made (nice Giclee print) of a scene with 40 million polygons only took several minutes to render on maximum quality settings… (I rendered at 8192x8192)

Yep totally agree and that's really interesting to read about your ZBrush work. Are you interested in Keyshot and the ZBrush to Keyshot Bridge? Be great to read some impressions about the M1 version of KS.
 
Yep totally agree and that's really interesting to read about your ZBrush work. Are you interested in Keyshot and the ZBrush to Keyshot Bridge? Be great to read some impressions about the M1 version of KS.

I heard that future versions of Zbrush will drop Keyshot in favor of Redshift. Not sure if that is legit though
 
Yep totally agree and that's really interesting to read about your ZBrush work. Are you interested in Keyshot and the ZBrush to Keyshot Bridge? Be great to read some impressions about the M1 version of KS.

I am interested but not looked at it yet.
 
I heard that future versions of Zbrush will drop Keyshot in favor of Redshift. Not sure if that is legit though

Likely a rumour due to Maxon owning Pixologic, I suspect they would add Redshift support and keep the Keyshot option too.
 
Pixologic is now giving away the ZBrush Bridge for free, in fact I think they're just building it into ZBrush now, so hopefully it should continue to work for a long time. The downside is that now you need to buy the full version of Keyshot (I think)

I own the full ZBrush bridge and Keyshot 11 for ZBrush and on my license it says:

"KeyShot upgrades will no longer be sold on the ZBrush store.
Instead it will be available for purchase directly from Luxion, beginning around the end of March."

But when I go to Keyshot's website I can't see anything about the ZBrush version, and my license is with Pixologic not Luxion, so I guess if I want to use the newer versions of Keyshot I need to pay full price (at which point I'd probably just get Redshift anyway)
 
My issue with Redshift and Keyshot is they are sub only if I remember correctly. So at the moment I use Toolbag 4, but they have zero interest in the Mac. Might just have to switch to Blender
 
My issue with Redshift and Keyshot is they are sub only if I remember correctly. So at the moment I use Toolbag 4, but they have zero interest in the Mac. Might just have to switch to Blender
You could have a look at this.

 
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Did anyone notice that they discontinued perpetual licenses for ZbrushCore and went subscription only? Also Zbrush now has to be purchased from the Maxon site. I remember looking at this a few weeks ago and could have sworn these options were still available and still on the Pixologic site.

The transition is nearing completion. Soon Zbrush will only exist as a subscription and those who stick with the legacy versions will be stuck with Rosetta until Apple discontinues. Calling it now
 
If you work in 3D, no Mac will outperform a PC. If you care about performance, then it’s a no-brainer
That is plain false, if you mean a top of the line Threadripper with a top of the line GPU then yes, but other than that a lot of Macs will perform as well or outperform an average PC.
The narrative that on Mac you can not do serious 3D work is garbage, the only thing that is better on Windows is the state of GPU renderers.
I’ll add to that, software or hardware doesn’t matter if you are a poor artist, the only thing that make a large difference is your skill.
 
Very weird reasons, once native it will be like 20% faster (that will not translate in 20% faster workflow) and surely will not consume less energy.
Seems just an excuse to not use new hardware/software, but that’s what people do here, tirelessly waiting for beta software to became mature or magical native version that will be 300%faster and consume no energy at all :)
Wow, do you run a Strawman factory? 🙄

Also, how can you be on this site and not realize that one of the main motivations and benefits of owning Apple Silicon is energy efficiency? This is almost the entirety of what makes Apple hardware better.

Yes, native M1/M2 apps use SIGNIFICANTLY less power than other popular hardware. And other companies are scrambling trying to play catch-up. Apple has explicitly designed it that way from the ground up, thrown their Intel collaboration in the trash, and disrupted the entire industry solely because of their obsession with energy efficiency. 😉
 
Yes, native M1/M2 apps use SIGNIFICANTLY less power than other popular hardware.

Apple Silicon uses significantly less power no matter whether the code is native or Intel. A native app is unlikely to use less power. It may or may not be noticeably faster. Frankly, the main advantage of native apps is that the developer has probably tested and/or optimized the experience for native Apple Silicon (but even that is not always guaranteed).
 
Wow, do you run a Strawman factory? 🙄

Also, how can you be on this site and not realize that one of the main motivations and benefits of owning Apple Silicon is energy efficiency? This is almost the entirety of what makes Apple hardware better.

Yes, native M1/M2 apps use SIGNIFICANTLY less power than other popular hardware. And other companies are scrambling trying to play catch-up. Apple has explicitly designed it that way from the ground up, thrown their Intel collaboration in the trash, and disrupted the entire industry solely because of their obsession with energy efficiency. 😉
I was going to reply to you but I’ve seen leman already do that;)
 

Substance Designer now has M1 native support. I don't know if this also applies to the Steam perpetual version or if it is the subscription version only
 

Substance Designer now has M1 native support. I don't know if this also applies to the Steam perpetual version or if it is the subscription version only
The small-print says "[Apple] Native Apple silicon (M1) support (Creative Cloud version only)" so I guess Steam version is still rosetta.

Still good to see them finally port it after all this time though.
 
The small-print says "[Apple] Native Apple silicon (M1) support (Creative Cloud version only)" so I guess Steam version is still rosetta.

Still good to see them finally port it after all this time though.
Now we just need painter
 
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What ever happened to Bryce 3d...?!? ;^p
Yeah they stopped Mac development back in 2018. I am not sure if the program is still being updated on the Windows side either to be fair. I guess Daz has pivoted to just selling user content, as it doesn't look like any of their stuff has been updated since 2017/2018...
 
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In the pandemic I got Bryce mostly working on a 2014 iMac in Snow Leopard (under Parallels) - which was fun for a day.

Not as fun as using ZBrush on my MBP though so I haven’t looked at it again.

Many applications come and die, decades ago I used to really like using Imagine3D on oxo Amigas.
 
Blender will get OpenPGL for Apple Silicon soon. What is the use case for OpenPGL?

New OpenPGL release planned early or mid September, fixing bugs and adding macOS Arm support.
 
Blender will get OpenPGL for Apple Silicon soon. What is the use case for OpenPGL?


good question who knows…



Sure looks interesting
1661339950295.png



Less noise means less samples to get a good result so that is always good.
 
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Blender will get OpenPGL for Apple Silicon soon. What is the use case for OpenPGL?


Whenever a ray hits an object, you have to bounce it again in a new "random" direction. This is why 3D renders are so noisy, because if you only have 1 sample one pixel might bounce off and hit a light (and gets really light), while the neighbour pixel bounces off into space (and is rendered as black).

The more samples you take and then average out, the closer this noise converges on the "correct" answer.

The problem is that just randomly picking a direction to bounce in kinda sucks because then you have to have lots and lots and lots of samples to converge on the "true" values.

It's much better if you can sort of scan the scene and say "well I know that there is a light here and the majority of the light hitting this point in space is coming from this light, so I'll try to fire most of my samples off towards that light instead of just randomly."

This is even more important when it comes to caustics because then light can literally bounce everywhere and it can take such an incredible number of samples to converge on the "truth"

OpenPGL seems to be a library for helping samples bounce in directions that will find the most important items in a scene first, which allows a render to avoid the noise in the first few samples caused by light just randomly bouncing off into the void.
 
The Metal backend for the Blender viewport will be ready in 6 months, maybe a bit sooner as an experimental feature.
  • We don’t expect EEVEE-Next and Metal backend to be ready for Blender 3.4
  • Viewport compositor could be an experimental feature in Blender 3.4 on supported platforms.
Note: Blender 3.4 is expected to be released in December and Blender 3.5, in March.

 
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