The Rebus Renderfarm now supports Indigo

General News and accouncements regarding the Indigo render engine
QuakeMarine1
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The Rebus Renderfarm now supports Indigo

Post by QuakeMarine1 » Wed Aug 28, 2013 3:31 am

Hi all

Rebusfarm is now supporting Indigo still frame rendering

Create an account and you get 10 render credits automatically for FREE !
Test the farm and see the magic :-)

The workflow is super simple - see our tutorial video:
http://www.rebusfarm.com/Video_Tutorial ... Indigo.wmv

Choose your .pigs or .igs
Setup the maximal render points you like to have and your maximal SPP.
Send to farm - thats it :)

RebusFarm will render your file and stop if either SPP is reached or the maximal render points are reached.
In other words:
Setup job to render 10 points or 6000 SPP
you get back 6000 SPP for less 10 points
or
you get the best possible SPP for 10 points

We run version 3.4.19
Each job run on maximal 60x12core Xeons of 24GBram each
We have 850 nodes - each job will start immediately :)

Feel free to ask Questions.
Andre
-----------------------------------
Indigo Renderfarm - www.RebusFarm.net
850 Nodes - 1.700 CPU - 20.400 Cores
3,9cent to 0,9cent per Ghz Hour

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Zom-B
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Re: The Rebus Renderfarm now supports Indigo

Post by Zom-B » Wed Aug 28, 2013 5:18 am

Oh sweet! but sadly version 3.4 :(

Since wuite some usefull materials were introduced in 3.6 I have to wait for next stable I think :/

QuakeMarine1
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Re: The Rebus Renderfarm now supports Indigo

Post by QuakeMarine1 » Wed Aug 28, 2013 9:18 am

I could use the last beta release but I like to run the last offical version

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Re: The Rebus Renderfarm now supports Indigo

Post by Zom-B » Wed Aug 28, 2013 9:41 am

Yes I I totally understand that, but I smell a stable build here soon...

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Bosseye
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Re: The Rebus Renderfarm now supports Indigo

Post by Bosseye » Thu Aug 29, 2013 8:33 pm

Definitely will give this a whirl. I use the Ranch at the moment for urgent work which is fine, but Rebus looks like there might be greater certainty of cost which will be a good thing.

Will report back on my experience!

QuakeMarine1
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Re: The Rebus Renderfarm now supports Indigo

Post by QuakeMarine1 » Thu Aug 29, 2013 11:14 pm

make sure you use 3.4.19
yesterday someone send a test but i got a strange error - i assume he used the 3.6 beta

let me know

Voytech
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Re: The Rebus Renderfarm now supports Indigo

Post by Voytech » Fri Aug 30, 2013 12:48 am

QuakeMarine1 wrote:make sure you use 3.4.19
yesterday someone send a test but i got a strange error - i assume he used the 3.6 beta

let me know
Yes, that was me. Sorry, I rushed it a bit :) Will wait for 3.6 stable.

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Bosseye
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Re: The Rebus Renderfarm now supports Indigo

Post by Bosseye » Fri Aug 30, 2013 3:05 am

QuakeMarine1 wrote:make sure you use 3.4.19
yesterday someone send a test but i got a strange error - i assume he used the 3.6 beta

let me know
Yeah, I'm on 3.2.x, so no issue there. I was on 3.6.x but had to downgrade to get it to work with the Ranch and then never got around to upgrading to 3.4.x when the Ranch started using it.

I'll try it when I have something worth doing - will be interesting to compare with the Ranch in terms of cost/quality of the image in the time available. I tend to specify limits of 5-6 minutes or 10000spp on the ranch, so it will be interesting to see how your points/spp system compares with their time/spp system.

Personally I prefer the idea of your points system, ie setting the maximum cost to whatever you can afford so no random surprises.

QuakeMarine1
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Re: The Rebus Renderfarm now supports Indigo

Post by QuakeMarine1 » Fri Aug 30, 2013 3:30 am

points = euro = time on farm
so my point system is the same as a time system

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Zom-B
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Re: The Rebus Renderfarm now supports Indigo

Post by Zom-B » Fri Aug 30, 2013 3:32 am

Bosseye wrote:
QuakeMarine1 wrote:Personally I prefer the idea of your points system, ie setting the maximum cost to whatever you can afford so no random surprises.
A big benefit indeed :)
I'll test it and compare both once v3.6 is stable!

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Bosseye
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Re: The Rebus Renderfarm now supports Indigo

Post by Bosseye » Fri Aug 30, 2013 7:01 am

Huh, I'm using 3.4.19 and I can't get the .pigs file to import. Just get a red error message saying it couldn't extract the file and therefore couldn't import it...

What am I missing?

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zeitmeister
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Re: The Rebus Renderfarm now supports Indigo

Post by zeitmeister » Fri Aug 30, 2013 7:03 am

Great and fantastic news, André!!!
I won't ever stop to warmly recommend Rebusfarm to everyone I know. :)

QuakeMarine1
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Re: The Rebus Renderfarm now supports Indigo

Post by QuakeMarine1 » Fri Aug 30, 2013 8:46 am

can u upload the pigs somewhere so i can try myside?
do a simple easy scene (box + 1 texture) behave the same?

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Bosseye
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Re: The Rebus Renderfarm now supports Indigo

Post by Bosseye » Sat Aug 31, 2013 5:59 am

Tried with a simple .pigs scene, just one box and one texture and it imported fine - so perhaps an issue with my more complex scene? But what? Too big a file size? the .pigs file is 40mb but it renders ok in Indigo, and its running fine on the Ranch (although stuck in the job queue....)

Any thoughts appreciated as I would like to try Rebus on one of my real world projects.

QuakeMarine1
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Re: The Rebus Renderfarm now supports Indigo

Post by QuakeMarine1 » Sat Aug 31, 2013 9:36 am

I cant say if i not have the scene to test it my side
do you have a ftp to upload ? send me a link and I have a look

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