Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Rebus farm

Pages: 1 2 [3] 4 5
31
[Max] General Discussion / Re: REBUS RenderFarm
« on: 2015-02-09, 13:26:58 »
in your job history you see all jobs and details you need imo
login webside and go to my rebus - controlcenter - renderjobs

for the plugins we support too many to make a list
aswell we have one plugin for 3ds 2013 not but not 2015 mybe
its just too much admin to make such a list and keep up to date
just send job to farm - if a plugin is not supported you get an error
if no error then everything else happen in background automaticly
in case you have an issue with a plugin ask support - could be the plugin is not uptodate or something like that
we will see if that case happen

32
[Max] General Discussion / Re: REBUS RenderFarm
« on: 2015-02-08, 13:42:19 »
via render elemtents -  common 3ds output

33
[Max] General Discussion / Re: REBUS RenderFarm
« on: 2015-01-26, 23:39:03 »
hi
soon we support multilayer EXR outputs
we just need to iron out the last glitches :-)

stay tuned

34
[Max] General Discussion / Re: REBUS RenderFarm
« on: 2015-01-15, 22:04:08 »
no
we run the last official builds only

beta leads to have bugs or work impropperly

35
[Max] General Discussion / Re: Rendering with Rebus
« on: 2014-12-01, 20:26:14 »
I wouldnt worry too much about it. If you render with 50 machines, each one finishes half a pass, and you merge to get 25 passes quality, the probability that no machine will render any specific pixel should be 1 to 1125899906842624. So approximately 1 in each 10 000 000 renders in 10k resolution should have a black pixel with these parameters.

but in case each node complete just 50 pixel out of 3000 I have 50px*50nodes=2500 pixels only
i doubt that will happen somewhen but it can happen at least :-p

anyway ...

36
[Max] General Discussion / Re: Rendering with Rebus
« on: 2014-11-28, 14:09:21 »
we fixed the matter (i guess)
In case the time limit is to low the rendernode cant completed a full pass
that cause black pixel in the render - the image merge combine the black pixel to another non black pixel and that leads to incorrect results
we now simply ignore black pixels - it give better results but in theory it can happen the merged image contain black pixels since no rendernode hit that specific pixels ...

37
[Max] General Discussion / Re: REBUS RenderFarm
« on: 2014-10-28, 00:35:58 »
hi
we have update our hardware and added 600 brand new Dual Xeon E2630v3 rendernodes to the farm.

Each node run 16 cores of 2,4ghz !!

All in all RebusFarm now run 1450 render nodes
2900 CPUs
about 20.000 cores

happy render !

www.rebusfarm.net

38
i see you understand the problem about animations and progressive

for still images is progressive working perfectly since we render all the image on many nodes and merge the result to one final image
PC A do 30 passes - B do 10 and C do 20 give you 60 passes at the end
the costs for A B C are the same since we charge the CPU "power" a node have not just the time per node
anyway

back to aniamtion - if using progressive you setup the costs perimage in advance aswell the maximal samples per image
maximal 100 passes with 100 images for 100 euro means 1 euro per image
1 euro equals X minutes rendertime on a node so i start the render with passes 100 and X minutes
now the catch
in best case you get all your images with 100 passes because the node need less time to complete the passes
you not pay 100 euro - you pay less!

other hand
you get be best possible passes per image for exact 100 euro
I am aware one image can have 99 passes and onother (more complex) image has 40 passes only
but atm we have no other soluion for that issue
if you you need to have all images the same passes/quality you need to use bucket render but here noone cane say for sure how many euro the render whould be






39
using bucket mode it can be the case but in progressive

40


Also the renderfarms I tried usually reult more expensive than their calculators say.

Cheers.

using Progressive sampler ist not possible to have more costs since you limit the costs before render starts ;-D
a big advantage of Corona and Rebus

for sure its better to use own hardware insteat EC2 or a renderfarm but if deadline is close you have no option

""Also you pay per hour, but in a job where you have to render 500frames at 1h/frame there is not much difference if you pay one hour more or less.""
there is - it doubble the costs or i not get your point



41
At Amazon you pay full hours - means if you are 3minutes over the limit you pay 57min for nothing.

Solutions like RebusFarm charge per second per node and ontop you pay only CPU usage only.
loading job - setup scene - preparing and more stuff happen via single Core.
Only that one Core is charged. Idle time is free!

Try to get techhelp from Amazon if you are in rush. You are doomed.
Even if you get a supporter on the phone he has no clue about 3d or Corona.
Renderfarms do.

There are many more advantages to use a real render service but it goes to far to explain them all.

@Cyrus3v
what hardware you used at Amazon to get 40min for 100 passes in 2592*1944px??

I did a test on my farm hardware node with the sample scene in 2592*1944px
I have 36minutes using 12core Xeon 2,4ghz
I doubt the hardware at EC2 performs that good comapring to my hardware
A few month back I tested EC2 and several hardware types. The performance I got was super bad.


42
Keymaster did you got my PM with the scene and bug report ? since i not see it in my "sent" PM

43
Why not using Rebusfarm.net :p


44
[Max] General Discussion / Re: REBUS RenderFarm
« on: 2014-07-23, 16:08:32 »
I just did update to Corona7.1

45
[Max] Resolved Feature Requests / Re: estemated render time
« on: 2014-07-18, 17:57:42 »
and how to get it ? :p
alpha 9 or do you update the A8 installer ?

thx

Pages: 1 2 [3] 4 5