Hey Mike, love your work btw. I showed your BMW commercial to 150 KU art 
students- they loved it.

For example, I was just out at KU on Monday, and they have
about 100 iMacs in various labs, and I presented FOSS and Blender. They use 
Blender
now in some basic Modeling, Animation class, and are looking at more use 
throughout
the art and design programs. My challenge to them was to revamp and
integrate the film, music, design, acting, photography, and New Media classes 
into 
a whole new media program and start an Open Movie project, where students
have a kick butt reel upon graduation.

So, NetRender is essential to accomplishing this,
but the complexity of a BBB-style scene overwhelms a single iMac. 

I think the difficulty/memory hog is getting the render passes generated. If 
that can
be done in tiles, and then assembled in the pipeline before the compositor does 
its thing,
awesome. I've never had the Compositor itself run out of memory working on an 
HD image,
just trying to get the pass generated is the issue.

I would think things like particle systems would be the catch; you have to 
generate all
2MM hairs to see which ones fall into the tile, and that might be the killer.

In any event, I am more than happy just to know/find out what the 
workflow/limitations/
work arounds are. 

 --Roger




From: Mike Pan <mike.c....@gmail.com>
To: bf-blender developers <bf-committers@blender.org>
Sent: Fri, April 30, 2010 9:15:48 AM
Subject: Re: [Bf-committers] Single frame netrender

Would compositing with nodes be a problem since one needs data from
bordering pixels in order to do certain operations such as blur?

On Fri, Apr 30, 2010 at 3:00 PM, Roger Wickes <rogerwic...@yahoo.com> wrote:

> +1 while no single machine of mine (I have 8) can render a single frame of
> BBB,
> or even ED, (malloc returns 0), my hope is that if I could get the tile
> small enough,
> each would be able to render a portion, and then one could stitch them
> together.
>
>  --Roger


      
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