Pre purchase questions.
Posted: Mon Aug 25, 2014 9:02 am
So, I've been holding off from upgrading my local renderfarm pending a decision to go CPU or GPU based with new gear.
I recently saw a video of octane (the blue semi truck motion blur example), and that really put the hooks in me to go GPU and use octane as the render engine.
Primary 3D app is C4D. Present working setup is MacPro based (some current render nodes are upgraded 1,1 and 2,1 machines, some are 3,1, and the workstations are 3,1 or 5,1).
Questions:
1) is the c4d plug in only needed on the workstation, and render-only slaves just need the standalone - or do the slaves also need the 3D app's plugin ?
2) is the amount of system RAM on the slave machines relevant to rendering?
3) I've been reading a lot about texture quantity limitations - is this just the number of maps? So a material that has a color map,am bump map, a normals map, an alpha map, and a displacement map. Would take up five texture positions? If the material was re-using some textures (for instance, alpha was in the color png, and the bump and displacement maps where in one file, with bump in red and displace in green, would that reduce the number of texture slots taken up? (I.e. Is it by texture map file?)
4) is the number of textures limitation something that will be addressed in the near future as the newer cards from nVidia have ways around this?
5) are you considering a different license plan for render-only nodes?
6) are there any issues using older MacPros with 32bit EFI As render nodes? (I.e. They'd be running 10.6.8 to 10.7). A have a few of these machines that I believe I can put a flashed 780 in, or possibly titan, so the only new hardware I need is the GPUs, and then the licenses for octane.
7) regarding GPU card RAM - let's say a 3 GB card like a 780, does that simply mean that all textures and the project total 3 GB or less? Or is there significant overhead to consider in addition to the texture map sizes? (I.e. Let's say you have a JPEG or ping texture - are we only concerned about that texture's compressed file size, or the size of the texture map as uncompressed bitmap?
8) are there any issues mixing OSes between slaves and workstations? For instance if I setup a 4x GPU slave running windows, but the workstations are all MacPros?
9) do you have a published feature roadmap? I wonder about some things, such as the ability to use bump and displacement at the same time.
A comment on bump vs displacement:
I saw in another post that you can't have both a bump map and a displacement map. Someone from Otoy stated that "you don't need both since they do the same thing", and I disagree.
Bump maps and Displacement maps do similar but not identical things, and both are needed, and often at the same time. Bump maps are more useful for very small details like surface imperfections, grime, skin texture, etc. these fine details are things you'll typically NOT want in your displacement map, which is more likely to be used for more substantial geometry. And substantial geometry needs separate control from fine surface texture and fine detail.
As an example, if you had a dented car, the dent would be in the displacement map, and the paint chips and scrapes would be in the bump map. Or in a human face, the skin texture would be in bump, and moles, scars, skin folds and wrinkles would be in displacement.
10) to sum up, a few of my main concerns relate to texture limitations, and GPU RAM needs, and predicting or managing assets to fit on a card - this then drives the "what card should I get" question. I'm either getting 780 or titan, or waiting for a maxwell GPU like an 880 to become available.
Thank you for your time.
Andy
I recently saw a video of octane (the blue semi truck motion blur example), and that really put the hooks in me to go GPU and use octane as the render engine.
Primary 3D app is C4D. Present working setup is MacPro based (some current render nodes are upgraded 1,1 and 2,1 machines, some are 3,1, and the workstations are 3,1 or 5,1).
Questions:
1) is the c4d plug in only needed on the workstation, and render-only slaves just need the standalone - or do the slaves also need the 3D app's plugin ?
2) is the amount of system RAM on the slave machines relevant to rendering?
3) I've been reading a lot about texture quantity limitations - is this just the number of maps? So a material that has a color map,am bump map, a normals map, an alpha map, and a displacement map. Would take up five texture positions? If the material was re-using some textures (for instance, alpha was in the color png, and the bump and displacement maps where in one file, with bump in red and displace in green, would that reduce the number of texture slots taken up? (I.e. Is it by texture map file?)
4) is the number of textures limitation something that will be addressed in the near future as the newer cards from nVidia have ways around this?
5) are you considering a different license plan for render-only nodes?
6) are there any issues using older MacPros with 32bit EFI As render nodes? (I.e. They'd be running 10.6.8 to 10.7). A have a few of these machines that I believe I can put a flashed 780 in, or possibly titan, so the only new hardware I need is the GPUs, and then the licenses for octane.
7) regarding GPU card RAM - let's say a 3 GB card like a 780, does that simply mean that all textures and the project total 3 GB or less? Or is there significant overhead to consider in addition to the texture map sizes? (I.e. Let's say you have a JPEG or ping texture - are we only concerned about that texture's compressed file size, or the size of the texture map as uncompressed bitmap?
8) are there any issues mixing OSes between slaves and workstations? For instance if I setup a 4x GPU slave running windows, but the workstations are all MacPros?
9) do you have a published feature roadmap? I wonder about some things, such as the ability to use bump and displacement at the same time.
A comment on bump vs displacement:
I saw in another post that you can't have both a bump map and a displacement map. Someone from Otoy stated that "you don't need both since they do the same thing", and I disagree.
Bump maps and Displacement maps do similar but not identical things, and both are needed, and often at the same time. Bump maps are more useful for very small details like surface imperfections, grime, skin texture, etc. these fine details are things you'll typically NOT want in your displacement map, which is more likely to be used for more substantial geometry. And substantial geometry needs separate control from fine surface texture and fine detail.
As an example, if you had a dented car, the dent would be in the displacement map, and the paint chips and scrapes would be in the bump map. Or in a human face, the skin texture would be in bump, and moles, scars, skin folds and wrinkles would be in displacement.
10) to sum up, a few of my main concerns relate to texture limitations, and GPU RAM needs, and predicting or managing assets to fit on a card - this then drives the "what card should I get" question. I'm either getting 780 or titan, or waiting for a maxwell GPU like an 880 to become available.
Thank you for your time.
Andy