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No, backburner will only see one computer in the monitor, regardless of the number of cores in the computer. If however, you are using distributed bucket rendering, then you will see the number of buckets corresponds with the number of cores in each computer, (on its own your quad duo would create eight).

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so when backburner see a single 8 core, do all 8 cores work on one view or is it just one core working not seeing the other 7? our company is looking to get Duo Quads. so was just wondering how will it work with backburner with quene.

 

No, backburner will only see one computer in the monitor, regardless of the number of cores in the computer. If however, you are using distributed bucket rendering, then you will see the number of buckets corresponds with the number of cores in each computer, (on its own your quad duo would create eight).
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I don't think backburner can send one image to each core. When rendering an animation through backburner we have one box work on one image. For a dual Quad, there are 8 buckets calculating inside the one image. I'm not sure about Vray DR. I think most of this depends on your settings.

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Backburner, as mentioned, will not split tasks amongst cores. It is looking at machines only, as servers, to carry out tasks.

 

Those tasks could be rendering only frames, or if using scanline renderer, you can split scanlines between servers (machines).

 

Vray can jump in on this though, and you can obviously render out vray based scenes using backburner, but only one frame per server (machine) and not via cores.

 

If you want to split one scene using multiple machines, then you use distributed rendering, which is a Vray function, and completely different to Backburner.

 

If you render out one image on your machine, using Vray, you will see the squares on the screen as you render. These are buckets, and each bucket corresponds to a core. You can however, force the amount of buckets to be more or less than your cores.

 

What Duo Quads on a render farm will do, is drastically speed up the time in which a frame renders, and then becomes available to render the next assigned frame. Hence speeding up the overall process and enabling you to render more complex animations.

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...or if using scanline renderer, you can split scanlines between servers (machines).

 

you can also use split scanline inconjunction with vray although you need to create your irr maps etc on one machine and then make it availble for each render node as you would do if you were rendering an animation.

 

I have used vray with split rendering a few times when i've had problems with scenes crashing... render the irr map with higher settings at a low resolution and then split the final hi res image into strips, worked for one scene that even crashed when rendering to .vrimg - may have just been a problematic file??

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So let me understand what you are saying, if I send an image to backburner to be rendered, backburner will only see the single 8 core as one machine and it will render my image eight time faster than a single core machine. Is that correct?

 

 

Backburner, as mentioned, will not split tasks amongst cores. It is looking at machines only, as servers, to carry out tasks.

 

Those tasks could be rendering only frames, or if using scanline renderer, you can split scanlines between servers (machines).

 

Vray can jump in on this though, and you can obviously render out vray based scenes using backburner, but only one frame per server (machine) and not via cores.

 

If you want to split one scene using multiple machines, then you use distributed rendering, which is a Vray function, and completely different to Backburner.

 

If you render out one image on your machine, using Vray, you will see the squares on the screen as you render. These are buckets, and each bucket corresponds to a core. You can however, force the amount of buckets to be more or less than your cores.

 

What Duo Quads on a render farm will do, is drastically speed up the time in which a frame renders, and then becomes available to render the next assigned frame. Hence speeding up the overall process and enabling you to render more complex animations.

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