Going to build a render farm for a friend. Have basic questions and need some info.
Dual core or single? Makes much of a difference? I'm guessing indigo can use more that one thread.
Does the amount of memory per node make a difference? 64bit is faster, plus use of more memory.
How does indigo scale? In other words, I see the minimum specs. But what's a realistic scenero?
Thinking of 4 nodes.
SFF
Core 2 Duo
3-4 gigs of memory each
SATA hard drives
1000 network interface
He is using Sketchup Pro.
Not sure of the size, complexity of the drawings yet.
Render Farm.
Re: Render Farm.
Also, can I slave linux systems to a windows system. Thinking yes.
Re: Render Farm.
core 2 duo ? Indigo can useas much cores as you have. Mine have 4 cores / 8 threads.
You should go to i7 2600k with 4-8gb ram per node
You should go to i7 2600k with 4-8gb ram per node
Re: Render Farm.
+1
Indigo will squeeze every last quant of performance from every available core!
There are two threads that may interest you:
http://www.indigorenderer.com/forum/vie ... =5&t=10219
http://www.indigorenderer.com/forum/vie ... =5&t=10105
Indigo will squeeze every last quant of performance from every available core!
There are two threads that may interest you:
http://www.indigorenderer.com/forum/vie ... =5&t=10219
http://www.indigorenderer.com/forum/vie ... =5&t=10105
Re: Render Farm.
I own an i7 too and Indigo gets all of it.
The benefits of 64bits are one: the ability to use nearly as much RAM as your friend's projects will take. 4GB is pretty decent imo but a profesionnal around claimed to hit the ceiling with 16GB, so it's all relative I'm guessing.
Instanced geometries are doing a lot of good to save memory on arch projects with repetitive elements like structures and such.
A load of high-rez maps, but furthermore multiple light layers for a huge output image (ie for print) already multiplied by anti-aliasing may take more than 4 Gigs. Really.
Not to mention micro-polygon subdivisions used for displacement eventually... set this wrong and you'll blow any rig up. Rethorically speaking, the render will just not happen in such a case
The benefits of 64bits are one: the ability to use nearly as much RAM as your friend's projects will take. 4GB is pretty decent imo but a profesionnal around claimed to hit the ceiling with 16GB, so it's all relative I'm guessing.
Instanced geometries are doing a lot of good to save memory on arch projects with repetitive elements like structures and such.
A load of high-rez maps, but furthermore multiple light layers for a huge output image (ie for print) already multiplied by anti-aliasing may take more than 4 Gigs. Really.
Not to mention micro-polygon subdivisions used for displacement eventually... set this wrong and you'll blow any rig up. Rethorically speaking, the render will just not happen in such a case

obsolete asset
Re: Render Farm.
Indigo's network rendering is really powerful, make sure you utilize the automatic Slave on Screensaver
More on networking
The network manager could also be handy if you're going to have more than one master on the network, it'll juggle the slave/master connections for your
More on networking
The network manager could also be handy if you're going to have more than one master on the network, it'll juggle the slave/master connections for your

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