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Network Rendering

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16 years 1 month ago #715 by Tankefugl
Network Rendering was created by Tankefugl
Hi again subby... :D

a thought just popped into my mind...

rendering animation over the netrender is a pain... any idea on how to ease this through SR maybe?

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16 years 1 month ago #716 by subburb
Replied by subburb on topic Re:Network Rendering
Hi !
You mean, with vray spawner, or with backburner ?

can you explain a little bit what specific point(s) is annyoning ?

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16 years 1 month ago #717 by Tankefugl
Replied by Tankefugl on topic Re:Network Rendering
Don't know what Vray Spawner is, but rendering with a renderfarm tends to create artefacts and flickering. rendering out the maps in advance for animation would be great, and to make this work perfectly with say 20 different renders.

Would the solution be as simple as 1 machine rendering out the light cache and Irridance map to a network path?

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16 years 1 month ago #718 by subburb
Replied by subburb on topic Re:Network Rendering
hmm..
Lightcache calculation cannot be shared for a single image render. but Irrmap, yes.

I need to know more things..

Are your anim a flytrhough, or full animation (moving objects/lights) ?
The process is a little different for each case..

Are u using backburner ?

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16 years 1 month ago #719 by Tankefugl
Replied by Tankefugl on topic Re:Network Rendering
Right now, we're not using Vray for animated geometry since it takes too many hours to render and\or set up.

Optimally a preset for both flythrough animation of static geometry, and for animated lights\geometry.

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16 years 1 month ago #720 by Tankefugl
Replied by Tankefugl on topic Re:Network Rendering
For a clearer picture, I render Dreamscape sea, and oilrigs, including most of the equipment, my current scene is 640 000 polygons aprox. the sea is animated, and hopefully so will the oilrig. And yes we're using backburner, is there something better i havent heard of?

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