Before you whack out your cash, double check that with Vesa or Juha to be sure that is consistent.
Regards Jason ----- Original Message ----- From: "Frank Bueters" <[EMAIL PROTECTED]> To: <[email protected]> Sent: Thursday, November 17, 2005 10:02 AM Subject: RE: post process on multiple cpu's > 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 - > > > > > > > > > > > > > > > > > > > > > >
