That takes away half of my fears, the small renderfarm consists of 5 dual
athlons. 
Thanks,

        Frank 

> -----Oorspronkelijk bericht-----
> Van: [EMAIL PROTECTED] 
> [mailto:[EMAIL PROTECTED] Namens Jason Saunders
> Verzonden: donderdag 17 november 2005 10:47
> Aan: [email protected]
> Onderwerp: Re: post process on multiple cpu's
> 
> Hi frank
> 
> If the client pc is a dual cpu system, the cpu usage drops to 
> using just one cpu when processing post if I remember correctly.
> 
> Regards
> 
> Jason
> 
> 
> ----- Original Message -----
> From: "Frank Bueters" <[EMAIL PROTECTED]>
> To: <[email protected]>
> Sent: Thursday, November 17, 2005 9:29 AM
> Subject: RE: post process on multiple cpu's
> 
> 
> > Hello Arjo Boris and Jason,
> >
> > Thanks for the explanation, and the warnings.
> >
> > I checked the view properties, GI effects are already 
> selected in the
> > Effect/Box. Still, when I watch windows taskmanager CPU 
> activity drops to
> > 50% on both processors as soon as GI postprocessing starts.
> > This worries me a little because I have reserved time on a small
> renderfarm
> > (10 cpu's) and I'm afraid that postprocessing may take 
> forever (read many
> > euro's) on high res images. Can anyone take away my fears?
> >
> > Regards,
> >
> > Frank
> >
> >
> > > -----Oorspronkelijk bericht-----
> > > Van: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] Namens Boris Jahn
> > > Verzonden: woensdag 16 november 2005 19:35
> > > Aan: Realsoft 3D Mailinglist
> > > Onderwerp: Re: post process on multiple cpu's
> > >
> > > Hi Frank,
> > >
> > > > Does anyone know how to let postprocessing take place 
> on multiple
> > > > processors, just like multi processor- or network rendering?
> > >
> > > it's quite easy on the first view ;) Just set the
> > > postprocessing for Effect/Box (View properties-Render). Each
> > > box will be rendered and postprocessed of the corresponding
> > > cpu. Just one big problem! Depending on the sort of
> > > postprocess you use you will get boundaries of the individual
> > > rendered and postprocessed boxes. Especially if you use GI
> > > those boundaries will be very visible. For postshading you
> > > have got a good chance that the boundary won't be visible
> > > (which is the fastest solution). So V5 (ia biggyia biggyrc)
> > > introduced the safety areas (Rendering Settings - Property
> > > Window - Post Proc. - Safety areas). This will let the boxes
> > > overlap each othea biggyr. This will eliminate the boundary
> > > but cause much longer rendertimes because the area which is
> > > to render is much bigger because of the safety areas. All of
> > > my tests showed me that network renders with my 6 cpa
> > > biggyu's were faster if I had the postprocessing running
> > > image wise (Effect/Image) ... means with only one cpu instead
> > > of all with Safety Areas.
> > > So at all I came back to Image wise postprocessing but
> > > luckily found out that most of my postshading settings worked
> > > box wise also without boundary with turned off safety areas.
> > > This saved me lots of rendertime.
> > >
> > > --
> > > Bye
> > > Boris - http://www.3ddart.com -
> > > Realsoft Image Contest - http://www.realsoft.org -
> > >
> > >
> >
> >
> 
> 
> 

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