FREE OCTANE RENDER FARM: For Community By Community....
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If we're all going to chip in, then someone just set up a render farm and run it, and sell render time on it to those who didn't buy in, and then split the profits like a co-op. would be MUCH simpler, and would possibly pay back if it was able to make any money. Several machines running different segments, and a master HDD that you send off.
CPU - i7-950 3.06 Ghz, 24GB Ram, Win7 x64, 2 display monitors, GeForce GTX 580 3GB Classified. I'm glad to say I LOVE OCTANE!
I think the best way to test this, is by actualy doing it. Besides some people need to be whipped first to get things done.. 
I'll start a forum and would need 10 voulenteers afterwards,..hopefully should be ready by Monday.. we'll see,..


I'll start a forum and would need 10 voulenteers afterwards,..hopefully should be ready by Monday.. we'll see,..
well the idea is for community by community, but i wont say no to money..If we're all going to chip in, then someone just set up a render farm and run it, and sell render time on it to those who didn't buy in, and then split the profits like a co-op. would be MUCH simpler, and would possibly pay back if it was able to make any money

my humble spec: Quad Cores Q6600 @ 2.4 Ghz, 2GB, GeForce GTX 460 (x2), winXP 32 bit, 3DS MAx 2009
I think a render farm isn't really what's needed for Octane.
What it really needs is a more efficient way of getting data to render into the program. As it is now, most animaitons that I attempt get bogged down in the transfer between XSI and Octane. The frames themselves don't take long to render at all. Its the waiting for the loading, parsing, voxelizing etc that kills my productivity.
This is something that needs serious attention.
What it really needs is a more efficient way of getting data to render into the program. As it is now, most animaitons that I attempt get bogged down in the transfer between XSI and Octane. The frames themselves don't take long to render at all. Its the waiting for the loading, parsing, voxelizing etc that kills my productivity.
This is something that needs serious attention.
Ryzen 5950x
128GB Ram
RTX 3070 x 3
128GB Ram
RTX 3070 x 3
probably worth mentioning here too is that radiance, at some point, stated the possibility (and nothing more) of a network render via live db. if i remember correctly, it was the same time around he announced the possibility of instances.
Windows7, QuadCore, 8GB RAM, GeForce 480, Cinema4D R12
its all unfortunately goes as one package. Even if you use camera only option, it would only cut half of the parsing things away. The only solution, as i said on other post, is to animate freely within the preset scene, which according to Marcus, it would require more works to be done. Tbh, i still see having a farm will still benefit all octane users, at least for me. It is boiled down to this question, if you have technology who could render stuff quickly as octane, would you:I think a render farm isn't really what's needed for Octane.
What it really needs is a more efficient way of getting data to render into the program. As it is now, most animaitons that I attempt get bogged down in the transfer between XSI and Octane. The frames themselves don't take long to render at all. Its the waiting for the loading, parsing, voxelizing etc that kills my productivity.
This is something that needs serious attention.
1. Keep the same quality in each frame but add more frames, or
2. Keep the same frame amount but increase the quality of each frame, or
3. both
Either, having a farm will help people to achieve all of the above, unless you prepare to invest more,..
That i assume require you to buy more license of octane, unless what he meant was like a farm that consist of ppl as nodes?probably worth mentioning here too is that radiance, at some point, stated the possibility (and nothing more) of a network render via live db. if i remember correctly, it was the same time around he announced the possibility of instances.
my humble spec: Quad Cores Q6600 @ 2.4 Ghz, 2GB, GeForce GTX 460 (x2), winXP 32 bit, 3DS MAx 2009