The Rebus Renderfarm now supports Indigo
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Re: The Rebus Renderfarm now supports Indigo
ok my friends - somewhere is a bug in Indigo and it mess up the resolution so render fail
I am on it with Yves
wait for update and not send jobs meanwhile
I am on it with Yves
wait for update and not send jobs meanwhile
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- Posts: 7
- Joined: Thu Aug 15, 2013 2:53 am
Re: The Rebus Renderfarm now supports Indigo
the last update fixed the bug
I just completed 2 test render successfully :-D
the farm run Indigo version 3.6.20
make sure you use that version too - older versions are not able to open the IGI file we provide
a wish to all - send me test jobs !! :-P
I just completed 2 test render successfully :-D
the farm run Indigo version 3.6.20
make sure you use that version too - older versions are not able to open the IGI file we provide
a wish to all - send me test jobs !! :-P
Re: The Rebus Renderfarm now supports Indigo
Hi,
Will the rebus farm plugin work from blender directly as the vray standalone works with scene check and upload?
Of course on MAC OSX...
Anyways great news!
Ahhh... To have real benefit from that one needs a tightly integrated indigo version/ plugin for blender... Using GPU.
I am also curious about the price comperism with the ranch vs. rebus... Sometimes I had surprises with the price of a rendering ...
Will the rebus farm plugin work from blender directly as the vray standalone works with scene check and upload?
Of course on MAC OSX...
Anyways great news!
Ahhh... To have real benefit from that one needs a tightly integrated indigo version/ plugin for blender... Using GPU.
I am also curious about the price comperism with the ranch vs. rebus... Sometimes I had surprises with the price of a rendering ...
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Re: The Rebus Renderfarm now supports Indigo
first we do standalone render - no direct implementation to a 3d application
its not possible to have surprice about the costs - you setup the price before render starts - even if it run over the maximum its discounted afterwards (can happen during IGI merge)
its not possible to have surprice about the costs - you setup the price before render starts - even if it run over the maximum its discounted afterwards (can happen during IGI merge)
Re: The Rebus Renderfarm now supports Indigo
Test went great. Thanks for offering a great service :D
I think you need to check the % amount in the jobs panel on the website. It lists finished jobs as at 11900% complete =P
I think you need to check the % amount in the jobs panel on the website. It lists finished jobs as at 11900% complete =P
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Re: The Rebus Renderfarm now supports Indigo
@ Bosseye
i see no way to send or reply a private message so lets go that way
try that upldate
http://www.rebusfarm.net/downloads/TEMPRebusManager.rar
password "huhn"
it work for me
let me know and i update the main installer too
i see no way to send or reply a private message so lets go that way
try that upldate
http://www.rebusfarm.net/downloads/TEMPRebusManager.rar
password "huhn"
it work for me
let me know and i update the main installer too
Re: The Rebus Renderfarm now supports Indigo
Hi there,
Thanks for your efforts to resolve this for me - ran the .exe and got this error message though:
However, re-downloaded the main Farm manager.exe from the website and trying the import again and thus far it seems to be working, its imported ok and is uploading now....
EDIT:
So, results and thoughts then - works well, the Farminizer is very good, a nice interface I think and its nice and clear exactly how much a project is costing. The software did do some back and forth once I hit the 10 renderpoint limit, emailing me to tell me to buy more renderpoints to finish (which seems pointless if I've set a specific price limit), but then automatically dropping the percent complete and then balancing this with the maximum cost to complete the render precisely on budget.
The .igi file that got downloaded, once opened in my Indigo shows 2800spp which is pretty good for the time taken. Its still too grainy for my purposes, but then it was limited to the 10 renderpoints and a simpler project would probably be fine.
Question though, why does the download include 4 .rar files each one containing 1 .igi file - apparently all identical?
But generally, works really well, will use again.
Thanks for your efforts to resolve this for me - ran the .exe and got this error message though:
However, re-downloaded the main Farm manager.exe from the website and trying the import again and thus far it seems to be working, its imported ok and is uploading now....
EDIT:
So, results and thoughts then - works well, the Farminizer is very good, a nice interface I think and its nice and clear exactly how much a project is costing. The software did do some back and forth once I hit the 10 renderpoint limit, emailing me to tell me to buy more renderpoints to finish (which seems pointless if I've set a specific price limit), but then automatically dropping the percent complete and then balancing this with the maximum cost to complete the render precisely on budget.
The .igi file that got downloaded, once opened in my Indigo shows 2800spp which is pretty good for the time taken. Its still too grainy for my purposes, but then it was limited to the 10 renderpoints and a simpler project would probably be fine.
Question though, why does the download include 4 .rar files each one containing 1 .igi file - apparently all identical?
But generally, works really well, will use again.
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Re: The Rebus Renderfarm now supports Indigo
hm ok - anyway your job is done now
Re: The Rebus Renderfarm now supports Indigo
Just bumping the edit up.Bosseye wrote:Question though, why does the download include 4 .rar files each one containing 1 .igi file - apparently all identical?
But generally, works really well, will use again.
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Re: The Rebus Renderfarm now supports Indigo
we zip the igi into parts of 75mb for faster download
in case the DL fail you not start DL all the entire zipagain - you download only the missing or corrupt parts
in case the DL fail you not start DL all the entire zipagain - you download only the missing or corrupt parts
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Re: The Rebus Renderfarm now supports Indigo
we zip your igi into parts
just unpack the first and thats it
we do so since the downlaod is more faster aswell if DL fail you not need to start from scratch
it just DL the missing or corrupt parts
just unpack the first and thats it
we do so since the downlaod is more faster aswell if DL fail you not need to start from scratch
it just DL the missing or corrupt parts
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- Joined: Thu Aug 15, 2013 2:53 am
Re: The Rebus Renderfarm now supports Indigo
i just update to 3.6.26
some word of warning
if you download the IGI and the image is totaly black you maybe need to adjust the tone mapping to eighter Reinhard, Camera or Linear
grz
Andre
some word of warning
if you download the IGI and the image is totaly black you maybe need to adjust the tone mapping to eighter Reinhard, Camera or Linear
grz
Andre
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- Joined: Thu Aug 15, 2013 2:53 am
Re: The Rebus Renderfarm now supports Indigo
Hi all
we have lower our basis price down by 25% !
it give you more samples for the same price
or
less costs for the same samples .... take one way or the other :-p
2,9 cent per ghz hour and using discounts as low as 1,2 cents per ghz hour are our new rates
happy render
we have lower our basis price down by 25% !
it give you more samples for the same price
or
less costs for the same samples .... take one way or the other :-p
2,9 cent per ghz hour and using discounts as low as 1,2 cents per ghz hour are our new rates
happy render
- zeitmeister
- Posts: 2010
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- Location: Limburg/Lahn, Germany
- Contact:
Re: The Rebus Renderfarm now supports Indigo
Great news!
- Oscar J
- Posts: 2204
- Joined: Sat Mar 31, 2012 3:47 am
- Location: Gothenburg, Sweden
- 3D Software: Blender
Re: The Rebus Renderfarm now supports Indigo
Hi,
I want to do a ca 2000 frames long animation using Indigo on your render farm service - do I have to upload a separate IGS for each frame, or can you open a blender file and render the frames out from there?
Or is there any other efficient method to do it?
Thanks,
Oscar
I want to do a ca 2000 frames long animation using Indigo on your render farm service - do I have to upload a separate IGS for each frame, or can you open a blender file and render the frames out from there?
Or is there any other efficient method to do it?
Thanks,
Oscar
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