Queue does not distribute a single render amongst several remotes; you can only send entire animation frames or entire still renders of a batch list.
Queued renders cannot use GPU rendering.
That said, Queue is great for:
Animations - the work is divided amongst your remotes.
Batch lists of test renders - send several test renders to Queue before going to bed. Your machine(s) will work through the list.
Free up workstation by sending test renders to Queue.
I love doing animations, but to me, 3-4 remotes would be great even if you don't do animations, because they enable you to run an entire batch list of test renders simultaneously.
Again echoing Charles, my advice for remotes is to seek CPU cores (with consideration of clock speed) and sufficient RAM (which depends on your render habits). GPU is irrelevant.
To get the most remote rendering horsepower for the least cost, consider buying used/refurbished ex-enterprise server blades. In particular, you want blades with two processors, with lots of cores and decent clock speed.
Currently, the sweet spot is the Westmere series Xeon processors, with model numbers prefixed "X", and numbered X5650, X5660, X5670, X5680, or X5690. These are all HyperThreaded hex core processors, so they supply twelve rendering threads each, and with two of them on a motherboard you get have twenty four render threads. Clock speeds range from 2.66GHz for the X5650 to 3.46GHz (and 3.73GHz turbo) in the X5690.
Search eBay for "2x X5650" and you'll see lots of used professional workstations and servers appear. You only want to consider the units with two CPUs. Some will have minimal RAM installed, some will have plenty. For blades, figure on buying a fresh hard drive and buying an OEM (system builder's) 64bit Win7Pro license (about $75). Else, get a group server license and learn to PiXiE boot the remotes. You can connect MAC and Win machines together on the same network.
If you get a used workstation or two, they may already have a 64bit Win7Pro license. I'd still figure on a fresh hard drive, though.
A dual CPU blade rendering at 100% CPU capacity and the cooling fans spinning at high speed will consume 275 Watts (I measured it with a circuit-splitter meter), which means 2.3 amps of 120v household electric. That's well less than half what one of my dual CPU workstations draws, so I can feed three or four blades from a big batt/surge unit.
All above are rendered in Poser Pro 11 Firefly. Imported as FBX and posed by me. Some changes to material settings involved, but nothing horrifically difficult. Hair meshes come in transparent, so have to fix manually. Plenty of content I have yet to render.
Oops, first thing: the forum interface for Android is borked.
Ok then. I was hoping to get everyone's animation tips and tricks into this thread, here's my first:
Use yon/hither settings to slice OpenGL preview renders to create depth of field effects. Just create a slice for instance for the fore, middle, and distance, and anything in between that you need in a shot but can't 'afford' the render time in Firefly. For me this is actually preferable after using it for a few days, I can adjust layers of the shot independently, deal with bad Firefly frames, time, and control over blur and the general quality of it. Depending on the shot, you can do as many slices as you need.
As someone that's getting into using Poser 11 for content creation purposes I found this thread.
HEY, SM... why not just allow for users to create a list, vote on the list (like top 10) and those will make it into the next update or version (if they are extreme add ons). Just makes sense to keep the users happy, they are your bread and butter at the end of the day.
OK, I tried out the full Cycles method and got it to work . . . soft of. It turns out, the only way I can get it to cover the whole front face was to plug the ImageTexture into the TextureCoordinate's Window node. The others either look like warped versions of my test texture, or the texture only covered the bottom half, with the top and some of the bottom solid black. That's why I started experimenting with the other TextureCoordinate nodes to see if I could cover it all.
The problem now is, it's twice the size it should be, so how do I get it to display as I originally had it? You can see the difference, as the backfacing texture is still the original Image_Map setup.
I don't want to just view a preview, I want to render animation with the preview open gl renderer, it is super fast and most things are taken care of, but water reflections, bump maps aren't supported. I'm just wanting to make sure I'm not missing anything. Knowing what exactly is possible would be helpful.
Are there different versions of FBX export from the source program ? (I don't have Max, so don't know). I recall some time ago there was a stand-alone FBX converter which had many different versions of FBX files to convert to, so I am asking. I never can tell which version is to be used with Poser. I think generally, there is not enough information about FBX import for Poser.
I also think perhaps some folk may be interested in this partial comparison of "traditional" Mat Poses using the Poser Surface, Firefly and out-of-the-box Poser lights. Plus the comparison of Cycles Surface SSS version ( without makeup) rendered with Superfly using CPU and GPU respectively.
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