Goldorak wrote:This is also a much more efficient way to use 100 GPUs for animation render jobs.
bepeg4d wrote:Hi geo_n,
it depends on how many GPUs there are on each slave.
Let's make an example:
With three of 7x GPUs
smicha machines you can have 20 GPU for Octane and one for the Master display; for this setup you need one Combo Standalone + Plugin license and 2 Standalone license every three nodes.
Let's say that we have 5 Masters, we need 5 Combo and 10 Standalone license for a total of 100 GPUs.
C4D Team Render will spread your frame to 5 Master machines, while the Masters will spread their rendering to 20 GPUs.
Happy rendering,
ciao beppe
Maybe if you only use Octane (and not even C4Ds native renderers) for
every single render job you ever run, or ever will run this approach might work.
In the real world however, it’s not an option. An example:
Say you have 3 jobs in your render queue. Job1 doesn’t use Octane, Job2 uses Octane, Job3 doesn’t use Octane.
With your setup it would require that I constantly have to monitor the queue and as soon as Job1 is finished I have to stop the queue, exclude/shut down any Team Render Client that’s not an Octane master, and reverse the whole process when Job2 is finished. But wait, even that will not work because as soon render clients becomes available they’re gonna start working on Job2. So I would have to run every job until all frames are finished before I can start the next one.
Not much of a render queue left.
So for my 30 slave machines setup we’re back at my earlier post.
Total cost for 1 master and 30 slaves:
Cycles4D - $1600
Thea - $800
Octane - $18000