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Profile Janus
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Message 14811 - Posted: 23 Oct 2016, 9:38:28 UTC
Last modified: 23 Oct 2016, 9:38:39 UTC

Session	Frames	Parts	CPU days
3067	192	576	20
3072	256	1024	32
3075	12	300	156
3076	423	10998	1499
3077	2864	5728	61
3098	2	90	0.01
3099	1200	54000	5676
3100	1199	39600	4334
3168	400	400	94
3171	400	400	70
3175	2400	2400	554
3178	1	33	4.6
3180	1	33	4.4
3181	1	46	6.9
3185	600	27600	3480
3187	330	15180	1801


A total of 48.7 CPU years has gone into creating this image so far (pulled the stats just now and it isn't done rendering yet).

Is this for some competition, or why is the deadline the 25th?
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Profile ChameleonScales
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Message 14815 - Posted: 24 Oct 2016, 0:41:48 UTC - in response to Message 14811.  
Last modified: 24 Oct 2016, 1:22:52 UTC

Holy s*** that's ridiculous !
I previously did the math and my computer alone (which is already a piece of garbage) would have taken roughly 3 years. So this looks strange to me. Although I get results incredibly fast on BURP, I'm wondering if some machines computing on it are cut for this. I saw that some people are willing to use the BOINC android app to render on their phones, but as you seem to have pointed out, it's more of a pointless way to quickly kill your battery.

Anyway this project is not a participation for any competition. The deadline is because I have to update my reel for the Blender Conference. I should have a 5 min presentation where I talk about my little addon for renderfarming (very little ! but I may improve it).

But I can sure say that stubbornly pursueing this project without rethinking it once I realized the time it was taking was not a good artist's behavior.
It is a badly optimized scene using features of Cycles that are also not very optimized yet (volume scattering).

If I had to do it today I would've changed many things, like NEVER use alpha channels on tree leaves, NEVER upload a dozen of non procedural trees on a collaborative renderfarm, use microdisplacement instead of cranking up the subdivisions (well that I couldn't do it), NEVER put a high-res freezed water simulation that would've looked the same with procedural displacement and really don't put the same sample values between Sheep it and BURP. Sheep it will block the project easily, but crank up the samples on BURP instead of averaging a dozen of layers.

I just hope I wouldn't have learned all that as good if I didn't do this. Otherwise it would've been a waste.
https://caetano-veyssieres.com
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Message 14818 - Posted: 25 Oct 2016, 16:37:41 UTC
Last modified: 25 Oct 2016, 16:53:01 UTC

Ah yes, that's on Oct 28-30 and forward - hope you enjoy it!
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Message 14821 - Posted: 26 Oct 2016, 1:42:14 UTC - in response to Message 14815.  

I saw that some people are willing to use the BOINC android app to render on their phones, but as you seem to have pointed out, it's more of a pointless way to quickly kill your battery.

There are other BOINC projects on Android, but not BURP. The development for BOINC on Android has also been stalled, and it wasn't in a super-stable place yet either.
Click here to see My Detailed BOINC Stats
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Message 14824 - Posted: 27 Oct 2016, 21:54:05 UTC
Last modified: 27 Oct 2016, 21:55:39 UTC

spending 48.7 or more CPU years in this animation appears to be insane to me.
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Message 15153 - Posted: 29 May 2017, 13:04:05 UTC - in response to Message 14824.  

It is, but given the complexity of the scene, if I optimized it using better techniques and the latest version of Cycles (with denoising and adaptive subdivision) it would still take a while because I need the trees to look all different and there are a LOT of trees.
https://caetano-veyssieres.com
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