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NETWORK RENDERING!!!!

Posted: Wed Nov 19, 2008 4:49 pm
by deflix
There are clearly many issues with network rendering not just in terms of general stability but also efficiency and workflow aspects. Given that mw DEPENDS on network rendering for proper implementation in a professional environment can I suggest the following two features are prioritised for a future release.

1. A 'kill' button similar to the quit button in the max plugin - to stop a render without waiting for all nodes to send and recieve.

2. A new 'optional' implementation of coop mode where an image is split into regions and each region is rendered on a seperate node. If possible this would make 100% use of rendering power. I assuming this would be as simple as implementing a strip render with each strip having the same cpuid?

Re: NETWORK RENDERING!!!!

Posted: Mon Nov 24, 2008 1:50 pm
by QuakeMarine1
deflix wrote:2. A new 'optional' implementation of coop mode where an image is split into regions and each region is rendered on a seperate node. If possible this would make 100% use of rendering power. I assuming this would be as simple as implementing a strip render with each strip having the same cpuid?
how to support multilight then ?

Posted: Mon Dec 15, 2008 9:43 pm
by rusteberg
i agree. network rendering needs some major improvement..........
its sensitivity seems to change from one release to another..... at least for me.

Posted: Tue Dec 16, 2008 12:54 am
by Bubbaloo
I agree we need #1 of the original post.