![]() To obtain maximum linearity between core count and render time: In an ideal render farm, doubling the core count cuts the render time in half. Render passes will increase the amount of data per pixel, and render layers will increase the amount of pixels being transferred. Rendering Settings – Everything you choose to include in the rendering counts.To minimize the size you can delete all unused items in the scene, such as unused environments, textures etc. To minimize file transfer time, keep the BIP/KSP file size low. File Size – The file size affects the file transfer time.If you want the fastest processing time for your Network Rendering jobs, consider the following: frame is less than that, the transfer time in Network Rendering could make local rendering more efficient. Animations, KeyShotXRs, and Configurations where rendering time of each frame exceeds 10 minutes.Still images where local rendering times exceed 1 hour.This is the reason why the following kinds of jobs are best suited for network rendering: Jobs suited for Network RenderingĪs mentioned above, the total processing time of a job in network rendering is dependent on effective transfer, rendering, and assembling time. See our Benchmark section in the KeyShot forum for inspiration. To obtain the best results, select high performance processors, e.g. The performance of KeyShot Network Rendering is dependent on your CPU specification. Also, if the number of workers exceeds the number of tasks of the job, the excess workers will be left idle if no other jobs are in the job queue This will decrease the time spent on transferring the scene to all workers. To maximize the core count but minimize the worker count.The tasks assigned to each worker are generally of equal size, so if one worker is less powerful than the others it may delay the assembling of the job To have an equal amount of cores per worker.To use the same processor type for all computers.The performance of KeyShot Network Rendering is subject to network connection and configuration. ![]() The transfer time depends on network connection and file size, rendering time depends on Worker capacity and rendering settings (render passes and layers), and assembling time depends on the Manager capacity and output size (image resolution and number of frames). Total job processing time consists of transfer, rendering, and assembling time. For still images, the tasks consist of regions of the images, and for animations, KeyShotXRs, and configurations, the tasks are whole frames. When all tasks are completed, the Manager assembles them into the finished image, video, KeyShotXR, or configuration. When a Worker finishes a task, the rendered pixels are returned to the Manager. It splits the job into tasks that are computed by the workers. The rest of the Multi-Materials in the scene will be shown with the sub-material currently active in the Real-time View.The manager receives a job from the Client. When you press Add, a rendering of the scene showing each of the sub-materials of the selected Multi-Material will be added to the Queue. This button is active if one or more Multi-materials exist in a scene.Ĭlick the Add Multi-Material button to open the Multi-Material Queue window and select a Multi-Material. Send sub-materials of a selected Multi-Material to the Render Queue. Click the Add Studios button to open the Studios Queue window and check the Studios you want to add to the queue. ![]() This button is active if more than one Studio exists. Click the Add Model Sets button to open the Model Sets Queue window and check the Model Sets you want to add to the queue. This button is active if more than one Model Set exists. Send saved Model Sets to the Render Queue. Click the Add Cameras button to open the Camera Queue window and check the Cameras you want to add to the queue. This button is active if more than one Camera exists. When adding jobs via the queue the name will be generated using the current Name Template of the active tab in the Render Output. You can add jobs to the queue without having to switch the active Camera, Model Set(s), Studio or Multi-material in the scene manually.
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