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 -
> > > >
> > > >
> > >
> > >
> >
> >
> >
>
>


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