3 ms·
How I've seen it work in the past, it'll totally work with GI (and more generally, raytracing). If the frame to be rendered is CPU bound rather than I/O (becaus
by capableweb 6y ago
How I've seen it work in the past, it'll totally work with GI (and more generally, raytracing). If the frame to be rendered is CPU bound rather than I/O (because of heavy scenes), the whole project would be farmed out to the works, so they have a full copy of what's to be rendered, then resize which part of the frame to be rendered by them. Normally this would happen locally, and if you have 8 CPU cores, each one of them get responsible for a small size of the frame. Now if you're doing distributed rendering, replace CPU core with a full machine, and you have the same principle.
Obviously doesn't work for every frame/scene/project, only if the main time is spent on actual rendering with CPU/GPU. Most of the times when doing distributed rendering, CPU isn't actually the bottleneck, but rather transferring the necessary stuff for the rendering (project/scene data structures that each worker needs).