Posts by mpan3

1) Message boards : Number crunching : OCTREE Resolution! (Message 6428)
Posted 19 Jul 2007 by Profile mpan3
awesome. Just wanted to say thank you Janus for all the work you\'ve put into BURP.
2) Message boards : Number crunching : OCTREE Resolution! (Message 6386)
Posted 9 Jul 2007 by Profile mpan3
Anything with a polycount of 100k being \'large\', etc. That was just a suggestion, forget it if it\'s impossible to implement.

Sorry if I sounded like i was whining, I am just upset that projects that could have taken way less time to complete isn\'t optimized. I guess the fact that the default blender file that comes with blender 2.4 or later has an octree res of 128 will help a bit.

NO offense to the author of S450, it\'s a beautiful scene, and I am sure you wanted it render as fast as possible just like the rest of us.
3) Message boards : Number crunching : OCTREE Resolution! (Message 6378)
Posted 8 Jul 2007 by Profile mpan3
I noticed many complex sessions have a very low octree resolution, which was hurting the performance of the throughput ALOT.

I did a quick test with the 450 session file (although this is not the isolated case). At 64, the entire image takes (without motion blur) takes more than 20 hours to finish. But with an octree resolution of 512, the one frame only takes 30 minutes!

Please people, tweak your octree resolution before you submitt the scene. I am all for distributed rendering, but making us do \'useless\' calculations isn\'t fun. Not to mention Octree resolution has no effect on image quality.

janus, is it possible to automatically set the octree resolution to larger value for more complex scenes?
4) Message boards : Comments and discussion : 450 (Message 6377)
Posted 8 Jul 2007 by Profile mpan3
I only have 3 comments for this session:

OCTREE RESOLUTION!
OCTREE RESOLUTION!
OCTREE RESOLUTION!

I did a quick test with the session file. At 64, the entire image takes (without motion blur) takes more than 20 hours to finish. But with an octree resolution of 512, the one frame only takes 30 minutes!

Please people, tweak your octree resolution before you submitt the scene. I am all for distributed rendering, but making us do \'useless\' calculations isn\'t fun. Not to mention Octree resolution has no effect on image quality.

janus, is it possible to automatically set the octree resolution to larger value for more complex scenes?
5) Message boards : Comments and discussion : 512 (Message 6363)
Posted 7 Jul 2007 by Profile mpan3
I believe the author forgot to turn on AA. THe grain is due to the detailed textures.
6) Message boards : Number crunching : BURP calculating? (Message 6362)
Posted 7 Jul 2007 by Profile mpan3
The current solution of using Gelato as the renderer has a very limited market. Only NVIDIA users running Geforce 7 or 8 will see a appreciable performance gain from using Gelato. Not to mention it won\'t even run properly on a Geforce 5 or earlier.
7) Message boards : Number crunching : Drystones or Whetstones - which takes care for faster crunching? (Message 6358)
Posted 6 Jul 2007 by Profile mpan3
I believe you have one of the older generation Xeons (aka Pentium D xeon), which is considerably slower than the newer (core 2 Duo xeons) which would explain why your Opteron is beating it so badly.
8) Message boards : Number crunching : my 300$ upgrade path! AMD to C2D. (Message 6357)
Posted 6 Jul 2007 by Profile mpan3
memory is NOT a limiting factor when paired with a 4MB C2D. Any benchmark site or my own test shows that going from 533mhz 6-6-6-18 Single annel to 1066mhz 5-5-5-15 Dual channel will only have a very small real-world performance gain (less than 20%) even though the memory bandwidth theoretically quadrupled.
9) Message boards : Number crunching : 2GHz Opteron extremely faster than 3GHz Xeon (Message 6356)
Posted 6 Jul 2007 by Profile mpan3
How much RAM do you have on each? BURP sometimes chooses PC by looking at the amount of RAM it has.

I would just look at the overall credit gain to see which system is better.
10) Message boards : Number crunching : BURP calculating? (Message 6355)
Posted 6 Jul 2007 by Profile mpan3
Burp uses Blender to do all the rendering. So to ask for a GPU rendering solution, you\'d have to change the Blender source code, not BURPs.

Not to mention how much work it will be to write a generalized GPU renderer that is on-par with the current CPU renderer.

The bottom line is, it\'s impossible. At least something like this won\'t happen in the next few years.
11) Message boards : Comments and discussion : 450 (Message 6124)
Posted 19 Jun 2007 by Profile mpan3
Right now, I am still seeing frequent \'Computation Errors\' on a clean and stable WinXP 32bit system running the 4.55 client. Just wondering if what\'s causing it?
12) Message boards : Server backend and mirrors : The hot storage issue (Message 5785)
Posted 7 May 2007 by Profile mpan3
This might be a stupid question coming from someone who has little experience with large scale storage solutions, but...

Wouldn\'t a 500GB 7200RPM drive be more cost effective than a 150GB 10k drive? From what I understand, the sequential acccess time between a raptor and a \'regular\' 7200k drive is minimal, and the only benifit is seektime, which I thought isn\'t much of an issue for a server that hosts large video files.

Also, I am not sure about your country, but here if the item is marked as a \'gift\', then there is no tax. Maybe someone could buy it for you in the US and ship it to you...
13) Message boards : Comments and discussion : 422 (Message 5752)
Posted 3 May 2007 by Profile mpan3
hmm, yes I am seeing the same thing in the final encoded video. I think at this point, we should enforce a hard-coded limit into the upload interface so fools like me won\'t render at an insane resolution again. :D

14) Message boards : Problems and Help : WU 422 and 416 (Message 5727)
Posted 2 May 2007 by Profile mpan3
i noticed there are two instances of \'particles in motion\' running, i am not sure if Janus intended to run them, but i certainly only meant to submit only one sessions...

well i sort of submit the work twice, i upload the first file, but didn\'t go all the way through the wizard and decided to make a few changes to the file and resubmit. but for some reason both file showed up under \'server status\'... any explaination?
15) Message boards : Comments and discussion : 368 (Message 5686)
Posted 29 Apr 2007 by Profile mpan3
also, since the scene uses raytrace, setting the octree-resolution to 128 or 256 for this scene would GREATLY increase its rendering speed.
16) Message boards : Client : CATS alpha release (Message 5452)
Posted 16 Apr 2007 by Profile mpan3
@havoc, simply run the jar file through a JAVA vm. on windows with a proper java runtime installation, you can simply click on the .jar file to run it.

@janus: works fine for me. I\'ve already successfully downloaded a few frames. But there is a couple of things you might want to look into:
changing user ID on the fly does not work, after putting in a new id, i have to restart the app to load the new sessions for that user.
by default, on WinXP, it saves the frame to %userhome%\\burp\\ it would be a lot better to save the images to %userhome%\\My Document\\burp.

and of course, the ability to search by user name as oppose to user id would be real nice :D

Thanks for all the effort you\'ve put into BURP!
17) Message boards : Client : CATS alpha release (Message 5439)
Posted 15 Apr 2007 by Profile mpan3
same here.
18) Message boards : Comments and discussion : 373 (Message 5426)
Posted 15 Apr 2007 by Profile mpan3
[brag]my 4th render, and 2nd one to go into the Hall of Fame :D[\\brag]
glad I helped found a bug in the encoder.
19) Message boards : Problems and Help : How to add fluid simulations in .blend files? (Message 5027)
Posted 21 Mar 2007 by Profile mpan3
Can you have a separate fluid file for each frame? If so, it could send to clients only the file needed for that specific frame (@Janus: frame-specific files, hint hint).


you could, but the uploader still have to upload all the fluid sim geometry to the server, which is easilty several gigabyte if if are working on a high quality sim. and if it\'s a low-res sim, what the point of rendering it with BURP? :D
20) Message boards : Problems and Help : How to add fluid simulations in .blend files? (Message 5024)
Posted 20 Mar 2007 by Profile mpan3
it doesn\'t. the fluid geometry for each frame is stored seperately as an obj file. The vector data (for vector blur) is optionally also stored. But blender can not interpolate between frames for fluid objects.


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