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andrewMcP
03-11-2009, 08:40 AM
Hey
I will see if this gets any more response than my previous post on detail shadow maps ... :)

Has anyone figured out a way to have a netrender equivalent, ie submit a sequence of ribs, or tiles, that can be rendered on multiple machines and assembled into one image.

thanks a lot !

Andrew

matthew999
03-11-2009, 09:08 AM
er maya satalite and mr standalone can split a single image cross several render nodes and recompile for you. Or u can do manual strips using region render commands. hope this helps

andrewMcP
03-11-2009, 09:24 AM
awesome
thanks Mathew

matthew999
03-12-2009, 08:52 AM
no worries, forgot to say that if u are doing stips then u should calculate and save fg first for entire image then freeze to get a more seamless image, also sometimes not neccesary to cal fg at full res, so do a half res wait to finish calc final gather, then killl render and freeze fg then go for full res :P glhf

andrewMcP
03-12-2009, 11:30 AM
cool
thanks again

peengoh
03-13-2009, 10:02 AM
no worries, forgot to say that if u are doing stips then u should calculate and save fg first for entire image then freeze to get a more seamless image, also sometimes not neccesary to cal fg at full res, so do a half res wait to finish calc final gather, then killl render and freeze fg then go for full res :P glhf

there is no need to do this, you can go to the MR globals node (using the outliner) and under the rendering tab/Rendering mode select: Render Final Gather Maps.

as long as i know FG map isn't size dependent, if im wrong, please correct me.

matthew999
03-13-2009, 10:36 AM
ah right cool, ill give it a try sometime cheers,

i was always under impression that if u where rendering strips on different pcs then u would possibly get banding where fg calculated individually for each strip, and to solve this one simply calc fg for entire image and freeze for individual strips.

also when rendering large images fg can take a lot of resoucses if u calc at final output res, i have seen renders bomb out even before calc completed, i fund that nice work around i think suggested from jeff patton was to just cal fg at lower res then freeze and render at full res

cheers
matt