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stilgard

Cafe Oldtimer
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    48
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About stilgard

  • Birthday 08/10/1982

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  • Website URL
    http://garagefarm.net

Profile Information

  • First Name
    Michal
  • Last Name
    Sulicki
  • C4D Ver
    18.057 Studio
  • Location
    Poland
  • Interests
    Render farm system management

Recent Profile Visitors

1,203 profile views
  1. Hi guys. Im adjusting our farm C4D plugin for tiled rendering camera. So, we got scene done with R19 and Physical render. Nothing special, just some objects, studio and lights. No GI, no AO etc. Generally, something gets broken with Physical render and tiled. Our workflow looks like that - we are adding tiled camera to scene, setting tiled camera parameters to selected camera, and tiled camera values (so with tiled camera "5" value scene gets 0to24 frames to render - tiled camera is working as "animation" right), and every render node gets one frame to render. We are not using C4Ds GUI, or TeamRender setup on farm. We got our custom build system which distributed frames with C4D cmd line (frames, not buckets ;) ) At the end of the process, final image is merged with python script (including mpass and any additional layers). So, when using Physical render, Ive got issue with wrong rendered part of image (yes, Ive checked merging procedure and its fine - the render is wrong). Its looking like that As you can see, on welding machine tiles are wrong set. Ive checked multiple things, like setting FPS values (in project settings, render setup etc), making new camera, making new blank render settings (only with physical render) and nothing helps. But... When I switch to Standard renderer - everything is just 100% fine! (of course img quality is not as good as we need). So, my question is - Im doing something wrong, or bug with wrong tiles rendering under Physical render should be forwarded to MAXON ?
  2. Render Farms?

    Hi, gboutique. Try GarageFarm.NET. It supports rendering high-resolution stills with "tiled mode". The image is rendered on multiple machines and then automatically merged into the final image. You can ask for details on the live Web chat, there is always somebody online to help.
  3. Render Farm uploading file pixelplow

    Yep, this is farm's support job to help you make it work. Also, such services should have tutorials ( preferably in video format ) so you know what the workflow is. I think the issue might be with the assets packed inside the scene, maybe their plugin cannot see them or relink them. But ultimately only their support know how it works. You might want to try GarageFarm.NET. They are online on their web chat 24h/7d so such situations just don't happen.
  4. I recommend GarageFarm.NET. The support is great and online on the webchat 24/7. Also prices are good, especially when you choose lower priorities. If you have bigger project to render you can expect volume discount. The actually support GPU rendering too. Fastbee - Yep, having own renderfarm or at least powerful rendering machine is great, especially if your everyday work needs many tests and revisions. You don't get stuck in like 1-2 minutes breaks when you want to test a shader, or re-render a region of the image. In archiviz industry the workflow looks like that and if you produce only stills it makes the whole process much smoother. On top of that you can render some projects inhouse. But if you have some animation to render with like 1k frames 15min-1hour each, there is no other way to meet a deadline than using online render farm. There is no point of building your own farm unless it will be busy most of the time. So cloud farms are great for small and medium size studios.
  5. Render Farm Comparison

    When it comes to prices I think GarageFarm.NET is one of the cheapest if not the cheapest online render farm. They also give a volume discount for prepayments, so if you have a big project to render it will get even cheaper. It's good to check the online calculators, but they usually give very rough estimates, so it is the best to run a test of the farm, as ninjad did. Some farms have an automatic system of calculating estimated price of a shot based on rendering the whole range with a step, like every 20th frame. I think it is the best way of getting a close estimate of final cost. For the reasons above, and good customer support too, I would go for GarageFarm.NET. They have 24/7 online support chat, in case of any problems you have the whole team helping you instantly, so you don't have to wait like 2 days for email ticket response. spiralsair - In case of rendering queue, most farms have a rule "first come, first served" according to the priority/plan you chose. So if you are rendering on top priority and some jobs suddenly appear before you, that's not good. But if you choose a lower plan, then it can happen.
  6. Render farm for Octane?

    It's true that Octane doesn't allow commercial render farms to use their license. There's another way though. We have very neat GPU servers that we rent - 10x GTX 1080Ti on board. You get your own machine you can connect to via Remote Desktop and install your own software. You can transfer your Octane license to that machine for the time being. Your system will be saved and stored so that you only need to set it up once and only you have access to it. The price is really good as well for that power - OctaneBench results are about 1800 points :) If you want to give it a go, please contact us or just send me a PM. https://garagefarm.net/
  7. Cached dynamics and Rebus Renderfarm

    Hi. I strongly suggest switching to our farm - GarageFarm.NET. We support all kind of C4D features (+we got full 24/7 real human support via live chat/skype). Generally, all you need to do is just bake your modifiers/mograph stuff, and save the scene. Everything will be forwarded to our farm. If you are using some other methods - like point cache, or animation saved to .abc file - then all that needs to be done is just make sure your assets are properly linked in the scene This is how our software works Ah, did I mention that we are way cheaper than Rebus ;) ?
  8. Hey guys. It's Mike here from GarageFarm.NET render farm again. We released a new video that shows how you can render high res stills with us on multiple machines using Tiles camera & our farm. You can save a lot of time when rendering huge images. This is how it looks like 3 ways to render still shots
  9. Hey guys! Mike here from GarageFarm.NET render farm. Just wanted to give a heads up to those of you that might need some rendering power for your heavy renders - stills or animations. We fully support Cinema 4D now and all its renderers. We also have a bunch of plugins that come with it. You can read more about it and even get $50 when register here https://garagefarm.net/en/cinema-4d-render-farm/ Here's a short video showing how our plugin works GarageFarm.NET - C4D rendering I can also answer any of your questions here about our render farm or the process.
  10. Check GarageFarm.NET. Super good support, super good automated plugins. Easy to use, and whats more important - not expensive and responsive
  11. New in Cinema 4D R19 - Full Feature List

    This GPU based renderer looks very promising :) At last something to do with Macs gpus ;)
  12. Hi. Recently Ive received some new cpus - E5. Ive found problem with one of our customers scenes on those CPUs. On my "old" 2x X5650 setup with 64GB of ram scene renders with +/-50-52 GB Ram usage. On E5 with 64GB of RAM, scene utilise more than 60GB filling all available RAM on this machine. So here is my questions - if someone spotted similar issue? I mean like that faster (=more core) CPU need more RAM to render exactly, 100% same same scene (same c4d version used, same plugins etc).
  13. Hi. GarageFarm.net support every possible feature of C4D rendering. This also includes takes system (selected take/all takes), pre-cached GI, every render engine for C4D, every kind of render effect (like AO/multipass). Just go to https://garagefarm.net and proceed :) Its super easy to use (everything works like on local machine) and there is 24/7h real-person support if you will hit in any issue :)
  14. Generally I can use Vray, but whit this project Ive made ssoooo many metal materials with new c4d reflectance that converting this to vray & get same result will be pain in the a... :) Same with lighting setup (multiple lights + some hdrs). For now I need to stick with c4d engines. Ive tested somet stuff, and made GI cache with step 5 and bumped settings a bit, and no flicker visible. 100 test frames with 720p rendered in about 40m on my farm E52670 machine with Physical, and about 20m with standard
  15. Hello guys (and ladies ;) ). Ive got C4D scene. Its animation. The only animated object is camera. Generally, I use VRay as main render engine, but this time Ive used c4ds physical (set in Adaptive mode and shading error threeshold level to 8%) Gi is set in IR+LM mode. Im pretty happy with quality results, but animation gets a lot of time to render (1300 frames / at least 20% of each frame render time is GI calculation) and I would like to speed up things a bit. So - as mostly C4D+Vray user - I think that we can make GI cache with some step right? With Vray, Im making step 10 (IR+LC setup), than caching GI maps, and loading them to render. Can I do same thing with Physical+IR/LC mode? I would like to make that cache (maybe with step5 for eg - camera is not making fast moves - its more like "turntable") and then render my scene with loaded GI? Ive checked "full animation" switches and they are making quite a lot of flickering. Animation looks better without them. So, my question is - are you guys making GI animations with camera type cached with step? Or have you got any more universal way to render those? I would like to avoid changing settings to QMC (dont have 2 weeks time for this :) ) and stuff like "switch to Octane" etc.

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