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Network rendering and passes

Posted: Wed Jun 22, 2016 4:15 pm
by roarke80
Apologies if this has been queried before but I couldn't find any answers in the forum.

We're just starting to test out network rendering in our company and so far everything is working, I can see the slave PCs running 2.25 and they are picked up when rendering.

However, I've noticed that while adding more cards speed up the rendering, the amount of time that Octane spends saving passes stays the same. If anything it actually manages to save passes quicker when I'm only rendering locally because I'm assuming that it doesn't have to transfer any data over the network.

Is this correct? Or should the slaves actually be speeding up creation of passes as well?

Many thanks.

Re: Network rendering and passes

Posted: Wed Jun 22, 2016 9:54 pm
by abstrax
roarke80 wrote:Apologies if this has been queried before but I couldn't find any answers in the forum.

We're just starting to test out network rendering in our company and so far everything is working, I can see the slave PCs running 2.25 and they are picked up when rendering.

However, I've noticed that while adding more cards speed up the rendering, the amount of time that Octane spends saving passes stays the same. If anything it actually manages to save passes quicker when I'm only rendering locally because I'm assuming that it doesn't have to transfer any data over the network.

Is this correct? Or should the slaves actually be speeding up creation of passes as well?

Many thanks.
In version 2, the render results are stored on the GPUs of the slaves. When you save them out, the master needs to fetch all the results and blend them into one image, before it can save the image. This needs to be done for every pass and is quite expensive to do.

In version 3, the render result is accumulated on the master while rendering and when you save the passes, no data transfer from the slaves needs to happen.

Re: Network rendering and passes

Posted: Thu Jun 23, 2016 9:39 am
by roarke80
Thanks for the reply. That would be another good reason for us to upgrade to v3 in that case.