RE: AD licensing letter - no longer applicable for 'benefits'???

2016-01-19 Thread Maurice Patel
Hi Rob,
Sorry about that letter. It actually has been escalated internally here (after 
feedback from other customers) and Autodesk is in the process of revising how 
local marketing communications get approved – although it is too late in the 
game for this initiative.
Maurice

Maurice Patel
Tél:  514 954-7134
Cell: 514 242-6549

From: Rob Wuijster [mailto:r...@casema.nl]
Sent: Tuesday, January 19, 2016 4:26 PM
To: Maurice Patel 
Cc: softimage@listproc.autodesk.com
Subject: Re: AD licensing letter - no longer applicable for 'benefits'???

Hi Maurice,

Yes, probably a auto-generated letter, but the tone and information in that 
letter was not very user friendly imho.

Thanks for the quick reply and existing/perpetual license info.






Rob



\/-\/\/
On 19-1-2016 21:43, Maurice Patel wrote:
Also, I suspect these letters are being auto-generated by the EMEA office as 
part of a general campaign sent to all Autodesk customers (irrespective of 
product owned) that have expired Subscription contracts and so is generic and 
not specific to Softimage. This is because come Feb 1st you will no longer be 
able to renew maintenance subscription if you let it expire and either need to 
stay on the same version as you have when the contract expired perpetually or 
purchase a new desktop subscription contract with no perpetual rights – so it 
is kind of your last chance to do so. Also if you were on 2015 when subs 
expired you technically do not have the right to access versions prior to that.
maurice

Maurice Patel
Tél:  514 954-7134
Cell: 514 242-6549

From: Maurice Patel
Sent: Tuesday, January 19, 2016 3:32 PM
To: 'r...@casema.nl' 
; 
softimage@listproc.autodesk.com
Subject: RE: AD licensing letter - no longer applicable for 'benefits'???

One of the benefits of Subscription is access to previous versions not just the 
version you have licensed, which is always is always latest available version 
of the software. This access goes away once you stop subscription though you 
can continue to use the last version you licensed perpetually.

Maurice

Maurice Patel
Tél:  514 954-7134
Cell: 514 242-6549

From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Rob Wuijster
Sent: Tuesday, January 19, 2016 3:06 PM
To: softimage@listproc.autodesk.com
Subject: AD licensing letter - no longer applicable for 'benefits'???

Hi guys,

Out of the blue, like a long forgotten relative, I get a letter from AD's 
Munich Licence Management about my (not renewed) Subscription.
As I stopped maintenance on SI quite a while ago, I'm a bit surprised by this 
letter.

The letter goes into the fact that the Subscription Contract was not renewed 
(correct), and that the 'additional licensing benefits' are no longer active 
for the products covered. One of this benefits is the right to use 'previous 
versions'.
Blah blah blah. possible illegal use of previous versions of the software.. 
maybe without knowledge inside company yada yada..

Am I not allowed any SI version anymore from when that contract was active?
If so, how in the hell can I open up old projects, even for migration, if that 
is not allowed anymore? This letter makes absolutely no sense to me.

So can someone on this list that is AD, explain what the heck this letter is 
about?

--



thanks!



Rob

\/-\/\/
Geen virus gevonden in dit bericht.
Gecontroleerd door AVG - www.avg.com
Versie: 2016.0.7294 / Virusdatabase: 4522/11439 - datum van uitgifte: 01/19/16

<>

Re: AD licensing letter - no longer applicable for 'benefits'???

2016-01-19 Thread Rob Wuijster

Hi Maurice,

Yes, probably a auto-generated letter, but the tone and information in 
that letter was not very user friendly imho.


Thanks for the quick reply and existing/perpetual license info.


Rob

\/-\/\/

On 19-1-2016 21:43, Maurice Patel wrote:


Also, I suspect these letters are being auto-generated by the EMEA 
office as part of a general campaign sent to all Autodesk customers 
(irrespective of product owned) that have expired Subscription 
contracts and so is generic and not specific to Softimage. This is 
because come Feb 1^st you will no longer be able to renew maintenance 
subscription if you let it expire and either need to stay on the same 
version as you have when the contract expired perpetually or purchase 
a new desktop subscription contract with no perpetual rights – so it 
is kind of your last chance to do so. Also if you were on 2015 when 
subs expired you technically do not have the right to access versions 
prior to that.


maurice

*Maurice Patel*

Tél:  514 954-7134

Cell: 514 242-6549

*From:*Maurice Patel
*Sent:* Tuesday, January 19, 2016 3:32 PM
*To:* 'r...@casema.nl' ; softimage@listproc.autodesk.com
*Subject:* RE: AD licensing letter - no longer applicable for 
'benefits'???


One of the benefits of Subscription is access to previous versions not 
just the version you have licensed, which is always is always latest 
available version of the software. This access goes away once you stop 
subscription though you can continue to use the last version you 
licensed perpetually.


Maurice

*Maurice Patel*

Tél:  514 954-7134

Cell: 514 242-6549

*From:*softimage-boun...@listproc.autodesk.com 
 
[mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Rob 
Wuijster

*Sent:* Tuesday, January 19, 2016 3:06 PM
*To:* softimage@listproc.autodesk.com 


*Subject:* AD licensing letter - no longer applicable for 'benefits'???

Hi guys,

Out of the blue, like a long forgotten relative, I get a letter from 
AD's Munich Licence Management about my (not renewed) Subscription.
As I stopped maintenance on SI quite a while ago, I'm a bit surprised 
by this letter.


The letter goes into the fact that the Subscription Contract was not 
renewed (correct), and that the 'additional licensing benefits' are no 
longer active for the products covered. One of this benefits is the 
right to use 'previous versions'.
Blah blah blah. possible illegal use of previous versions of the 
software.. maybe without knowledge inside company yada yada..


Am I not allowed any SI version anymore from when that contract was 
active?
If so, how in the hell can I open up old projects, even for migration, 
if that is not allowed anymore? This letter makes absolutely no sense 
to me.


So can someone on this list that is AD, explain what the heck this 
letter is about?


--
thanks!
Rob
\/-\/\/

Geen virus gevonden in dit bericht.
Gecontroleerd door AVG - www.avg.com 
Versie: 2016.0.7294 / Virusdatabase: 4522/11439 - datum van uitgifte: 
01/19/16






RE: AD licensing letter - no longer applicable for 'benefits'???

2016-01-19 Thread Maurice Patel
Also, I suspect these letters are being auto-generated by the EMEA office as 
part of a general campaign sent to all Autodesk customers (irrespective of 
product owned) that have expired Subscription contracts and so is generic and 
not specific to Softimage. This is because come Feb 1st you will no longer be 
able to renew maintenance subscription if you let it expire and either need to 
stay on the same version as you have when the contract expired perpetually or 
purchase a new desktop subscription contract with no perpetual rights – so it 
is kind of your last chance to do so. Also if you were on 2015 when subs 
expired you technically do not have the right to access versions prior to that.
maurice

Maurice Patel
Tél:  514 954-7134
Cell: 514 242-6549

From: Maurice Patel
Sent: Tuesday, January 19, 2016 3:32 PM
To: 'r...@casema.nl' ; softimage@listproc.autodesk.com
Subject: RE: AD licensing letter - no longer applicable for 'benefits'???

One of the benefits of Subscription is access to previous versions not just the 
version you have licensed, which is always is always latest available version 
of the software. This access goes away once you stop subscription though you 
can continue to use the last version you licensed perpetually.

Maurice

Maurice Patel
Tél:  514 954-7134
Cell: 514 242-6549

From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Rob Wuijster
Sent: Tuesday, January 19, 2016 3:06 PM
To: softimage@listproc.autodesk.com
Subject: AD licensing letter - no longer applicable for 'benefits'???

Hi guys,

Out of the blue, like a long forgotten relative, I get a letter from AD's 
Munich Licence Management about my (not renewed) Subscription.
As I stopped maintenance on SI quite a while ago, I'm a bit surprised by this 
letter.

The letter goes into the fact that the Subscription Contract was not renewed 
(correct), and that the 'additional licensing benefits' are no longer active 
for the products covered. One of this benefits is the right to use 'previous 
versions'.
Blah blah blah. possible illegal use of previous versions of the software.. 
maybe without knowledge inside company yada yada..

Am I not allowed any SI version anymore from when that contract was active?
If so, how in the hell can I open up old projects, even for migration, if that 
is not allowed anymore? This letter makes absolutely no sense to me.

So can someone on this list that is AD, explain what the heck this letter is 
about?

--



thanks!



Rob

\/-\/\/
<>

RE: AD licensing letter - no longer applicable for 'benefits'???

2016-01-19 Thread Maurice Patel
One of the benefits of Subscription is access to previous versions not just the 
version you have licensed, which is always is always latest available version 
of the software. This access goes away once you stop subscription though you 
can continue to use the last version you licensed perpetually.

Maurice

Maurice Patel
Tél:  514 954-7134
Cell: 514 242-6549

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Rob Wuijster
Sent: Tuesday, January 19, 2016 3:06 PM
To: softimage@listproc.autodesk.com
Subject: AD licensing letter - no longer applicable for 'benefits'???

Hi guys,

Out of the blue, like a long forgotten relative, I get a letter from AD's 
Munich Licence Management about my (not renewed) Subscription.
As I stopped maintenance on SI quite a while ago, I'm a bit surprised by this 
letter.

The letter goes into the fact that the Subscription Contract was not renewed 
(correct), and that the 'additional licensing benefits' are no longer active 
for the products covered. One of this benefits is the right to use 'previous 
versions'.
Blah blah blah. possible illegal use of previous versions of the software.. 
maybe without knowledge inside company yada yada..

Am I not allowed any SI version anymore from when that contract was active?
If so, how in the hell can I open up old projects, even for migration, if that 
is not allowed anymore? This letter makes absolutely no sense to me.

So can someone on this list that is AD, explain what the heck this letter is 
about?


--



thanks!



Rob

\/-\/\/
<>

Re: Redshift users?

2016-01-19 Thread Tim Crowson
There is no special setup (SLI isn't used or anything). But when 
XSIBATCH is run you can pass a flag to RS so that it targets one 
specific GPU or several. Here is a thread on that: 
https://www.redshift3d.com/forums/viewthread/1713/


On 1/19/2016 1:55 PM, Tony Bexley wrote:
But you can set up RR to work per GPU though, right Tim? Could you 
elaborate about how the 4 card systems are setup?


On Tue, Jan 19, 2016 at 2:48 PM, Matt Morris > wrote:


This is the thread I was talking about, haven't heard back on how
is done yet though.

https://www.redshift3d.com/forums/viewthread/5658/



On 19 January 2016 at 19:39, Leoung O'Young mailto:digim...@digimata.com>> wrote:

We are using rr v7.0.16 and it is not implemented in this version.
It is not a problem for us at the moment since we only have 2
GPU per machine.



On 19/01/2016 2:20 PM, Matt Morris wrote:

I'm sure there was a post on the redshift forum from someone
who had managed to get RR7 working with jobs per gpu, but it
sounded like it needed a bit of time to get it right, and
conversations with Holger.

On 19 January 2016 at 19:13, Dan Yargici
mailto:danyarg...@gmail.com>> wrote:

Might want to double check with Holger first, I may be
wrong about RR.

DAN

On 19 Jan 2016 6:59 pm, "Tony Bexley" mailto:alb7...@gmail.com>> wrote:

Oh okay, I think I got it now. We're still on RR 6
but maybe we need to upgrade to 7 so we can have
multiple render nodes on machines.

Guess I better talk to the bossman and see about
getting a license upgrade.

Thanks Tim!

On Tue, Jan 19, 2016 at 1:21 PM, Tim Crowson
mailto:tim.crow...@magneticdreams.com>> wrote:

We settled on 2GPUs for most machines. A couple
have 3. Workstations have 1. Like Matt and Mirko
said, because of non-linear performance, you'll
need to determine at what point you want to
parallelize.

And yes, you can have a machine with 4 cards, and
4 instances of RS each rendering on a separate
card. However, be advised that all 4 instances of
RS/XSI will pull from shared resources like the
CPU and system RAM.

If you can swing Titan Xs, their 12GB of vram
make a huge difference in performance, even if
the specs of the card itself might not seem as
appealing as the 908Ti.

-Tim


On 1/19/2016 2:52 AM, Matt Morris wrote:

When I was at A Large Evil Corporation we
replaced around 40 cpu nodes with 8 dual gpu
nodes. With 2 cards the scaling is pretty good
(around 1.85x). With 3 or 4 cards it would
definitely be worth doing one frame per gpu.

On 19 January 2016 at 00:39, Artur Woźniak
mailto:artur.w...@gmail.com>> wrote:

SO the question.
How do you setup your farm. Which is better?
Multiple cards per frame or a card per frame?

Artur

2016-01-19 0:50 GMT+01:00 Tim Crowson
mailto:tim.crow...@magneticdreams.com>>:

We're use a 'garden' really... about a
dozen dedicated machines, most with
2xTitanX cards, and we have some
workstations that can kick in if needed.
You can get through a lot with far less
than before. And if you need to upgrade,
just pop in a different card. We went
from dual 770s to dual TitanXs with zero
hassle and the performance improvement
was as expected: awesome.

-Tim




On 1/17/2016 11:38 AM, Graham Bell wrote:

I'd really like us to look at Redshift
but too embedded with Vray. Keeping an
eye on the possible Max integration as
that could turn heads.
How big a farm are people using for
Redshift, because we do a lot of rendering.
On Fri, 15 Jan 2016 at 16:57, balazs
kiss mailto:fospu...@gmail.com>> wrote:

Hi Morten,

 

AD licensing letter - no longer applicable for 'benefits'???

2016-01-19 Thread Rob Wuijster

Hi guys,

Out of the blue, like a long forgotten relative, I get a letter from 
AD's Munich Licence Management about my (not renewed) Subscription.
As I stopped maintenance on SI quite a while ago, I'm a bit surprised by 
this letter.


The letter goes into the fact that the Subscription Contract was not 
renewed (correct), and that the 'additional licensing benefits' are no 
longer active for the products covered. One of this benefits is the 
right to use 'previous versions'.
Blah blah blah. possible illegal use of previous versions of the 
software.. maybe without knowledge inside company yada yada..


Am I not allowed any SI version anymore from when that contractwas active?
If so, how in the hell can I open up old projects, even for migration, 
if that is not allowed anymore? This letter makes absolutely no sense to me.


So can someone on this list that is AD, explain what the heck this 
letter is about?


--

thanks!

Rob
\/-\/\/



Re: Redshift users?

2016-01-19 Thread Tony Bexley
But you can set up RR to work per GPU though, right Tim? Could you
elaborate about how the 4 card systems are setup?

On Tue, Jan 19, 2016 at 2:48 PM, Matt Morris  wrote:

> This is the thread I was talking about, haven't heard back on how is done
> yet though.
>
> https://www.redshift3d.com/forums/viewthread/5658/
>
>
>
> On 19 January 2016 at 19:39, Leoung O'Young  wrote:
>
>> We are using rr v7.0.16 and it is not implemented in this version.
>> It is not a problem for us at the moment since we only have 2 GPU per
>> machine.
>>
>>
>>
>> On 19/01/2016 2:20 PM, Matt Morris wrote:
>>
>> I'm sure there was a post on the redshift forum from someone who had
>> managed to get RR7 working with jobs per gpu, but it sounded like it needed
>> a bit of time to get it right, and conversations with Holger.
>>
>> On 19 January 2016 at 19:13, Dan Yargici  wrote:
>>
>>> Might want to double check with Holger first, I may be wrong about RR.
>>>
>>> DAN
>>> On 19 Jan 2016 6:59 pm, "Tony Bexley"  wrote:
>>>
 Oh okay, I think I got it now. We're still on RR 6 but maybe we need to
 upgrade to 7 so we can have multiple render nodes on machines.

 Guess I better talk to the bossman and see about getting a license
 upgrade.

 Thanks Tim!

 On Tue, Jan 19, 2016 at 1:21 PM, Tim Crowson <
 tim.crow...@magneticdreams.com> wrote:

> We settled on 2GPUs for most machines. A couple have 3. Workstations
> have 1. Like Matt and Mirko said, because of non-linear performance, 
> you'll
> need to determine at what point you want to parallelize.
>
> And yes, you can have a machine with 4 cards, and 4 instances of RS
> each rendering on a separate card. However, be advised that all 4 
> instances
> of RS/XSI will pull from shared resources like the CPU and system RAM.
>
> If you can swing Titan Xs, their 12GB of vram make a huge difference
> in performance, even if the specs of the card itself might not seem as
> appealing as the 908Ti.
>
> -Tim
>
>
> On 1/19/2016 2:52 AM, Matt Morris wrote:
>
> When I was at A Large Evil Corporation we replaced around 40 cpu nodes
> with 8 dual gpu nodes. With 2 cards the scaling is pretty good (around
> 1.85x). With 3 or 4 cards it would definitely be worth doing one frame per
> gpu.
>
> On 19 January 2016 at 00:39, Artur Woźniak < 
> artur.w...@gmail.com> wrote:
>
>> SO the question.
>> How do you setup your farm. Which is better? Multiple cards per frame
>> or a card per frame?
>>
>> Artur
>>
>> 2016-01-19 0:50 GMT+01:00 Tim Crowson <
>> tim.crow...@magneticdreams.com>:
>>
>>> We're use a 'garden' really... about a dozen dedicated machines,
>>> most with 2xTitanX cards, and we have some workstations that can kick 
>>> in if
>>> needed. You can get through a lot with far less than before. And if you
>>> need to upgrade, just pop in a different card. We went from dual 770s to
>>> dual TitanXs with zero hassle and the performance improvement was as
>>> expected: awesome.
>>>
>>> -Tim
>>>
>>>
>>>
>>>
>>> On 1/17/2016 11:38 AM, Graham Bell wrote:
>>>
>>> I'd really like us to look at Redshift but too embedded with Vray.
>>> Keeping an eye on the possible Max integration as that could turn heads.
>>> How big a farm are people using for Redshift, because we do a lot of
>>> rendering.
>>> On Fri, 15 Jan 2016 at 16:57, balazs kiss < 
>>> fospu...@gmail.com> wrote:
>>>
 Hi Morten,

 we're also on redshift here, and I've made another small studio to
 switch too ( by showing a few frames and the corresponding render 
 times )..
 great stuff :)

 On Fri, Jan 15, 2016 at 2:54 AM, Kris Rivel < 
 krisri...@gmail.com> wrote:

> Loove RS! Switched over after briefly playing with Vray and
> never looked back. It has been amazing so far.
>
> Kris
>
> On Fri, Jan 8, 2016 at 8:11 AM, Ognjen Vukovic <
> ognj...@gmail.com> wrote:
>
>> I thought they mentioned having rendermaps in soft actually
>> working partially, they were just looking for a method on how to 
>> implement
>> it across the board.
>> I could be completely wrong though. Either way i would like  the
>> volumes more :), sorry baking guys.
>>
>> On Fri, Jan 8, 2016 at 12:13 PM, Matt Morris <
>> matt...@gmail.com> wrote:
>>
>>> I'd say the timescale for rendermapping/baking will be months
>>> rather than weeks - seems like complex volume rendering will come 
>>> before
>>> baking.
>>>
>>> On 8 January 2016 at 09:28, Ognjen Vukovic < 
>>> ognj...@gmail.com> wrote:
>>>
 It wasn't supported up till n

Re: Redshift users?

2016-01-19 Thread Matt Morris
This is the thread I was talking about, haven't heard back on how is done
yet though.

https://www.redshift3d.com/forums/viewthread/5658/



On 19 January 2016 at 19:39, Leoung O'Young  wrote:

> We are using rr v7.0.16 and it is not implemented in this version.
> It is not a problem for us at the moment since we only have 2 GPU per
> machine.
>
>
>
> On 19/01/2016 2:20 PM, Matt Morris wrote:
>
> I'm sure there was a post on the redshift forum from someone who had
> managed to get RR7 working with jobs per gpu, but it sounded like it needed
> a bit of time to get it right, and conversations with Holger.
>
> On 19 January 2016 at 19:13, Dan Yargici  wrote:
>
>> Might want to double check with Holger first, I may be wrong about RR.
>>
>> DAN
>> On 19 Jan 2016 6:59 pm, "Tony Bexley"  wrote:
>>
>>> Oh okay, I think I got it now. We're still on RR 6 but maybe we need to
>>> upgrade to 7 so we can have multiple render nodes on machines.
>>>
>>> Guess I better talk to the bossman and see about getting a license
>>> upgrade.
>>>
>>> Thanks Tim!
>>>
>>> On Tue, Jan 19, 2016 at 1:21 PM, Tim Crowson <
>>> tim.crow...@magneticdreams.com> wrote:
>>>
 We settled on 2GPUs for most machines. A couple have 3. Workstations
 have 1. Like Matt and Mirko said, because of non-linear performance, you'll
 need to determine at what point you want to parallelize.

 And yes, you can have a machine with 4 cards, and 4 instances of RS
 each rendering on a separate card. However, be advised that all 4 instances
 of RS/XSI will pull from shared resources like the CPU and system RAM.

 If you can swing Titan Xs, their 12GB of vram make a huge difference in
 performance, even if the specs of the card itself might not seem as
 appealing as the 908Ti.

 -Tim


 On 1/19/2016 2:52 AM, Matt Morris wrote:

 When I was at A Large Evil Corporation we replaced around 40 cpu nodes
 with 8 dual gpu nodes. With 2 cards the scaling is pretty good (around
 1.85x). With 3 or 4 cards it would definitely be worth doing one frame per
 gpu.

 On 19 January 2016 at 00:39, Artur Woźniak < 
 artur.w...@gmail.com> wrote:

> SO the question.
> How do you setup your farm. Which is better? Multiple cards per frame
> or a card per frame?
>
> Artur
>
> 2016-01-19 0:50 GMT+01:00 Tim Crowson <
> tim.crow...@magneticdreams.com>:
>
>> We're use a 'garden' really... about a dozen dedicated machines, most
>> with 2xTitanX cards, and we have some workstations that can kick in if
>> needed. You can get through a lot with far less than before. And if you
>> need to upgrade, just pop in a different card. We went from dual 770s to
>> dual TitanXs with zero hassle and the performance improvement was as
>> expected: awesome.
>>
>> -Tim
>>
>>
>>
>>
>> On 1/17/2016 11:38 AM, Graham Bell wrote:
>>
>> I'd really like us to look at Redshift but too embedded with Vray.
>> Keeping an eye on the possible Max integration as that could turn heads.
>> How big a farm are people using for Redshift, because we do a lot of
>> rendering.
>> On Fri, 15 Jan 2016 at 16:57, balazs kiss < 
>> fospu...@gmail.com> wrote:
>>
>>> Hi Morten,
>>>
>>> we're also on redshift here, and I've made another small studio to
>>> switch too ( by showing a few frames and the corresponding render times 
>>> )..
>>> great stuff :)
>>>
>>> On Fri, Jan 15, 2016 at 2:54 AM, Kris Rivel < 
>>> krisri...@gmail.com> wrote:
>>>
 Loove RS! Switched over after briefly playing with Vray and
 never looked back. It has been amazing so far.

 Kris

 On Fri, Jan 8, 2016 at 8:11 AM, Ognjen Vukovic <
 ognj...@gmail.com> wrote:

> I thought they mentioned having rendermaps in soft actually
> working partially, they were just looking for a method on how to 
> implement
> it across the board.
> I could be completely wrong though. Either way i would like  the
> volumes more :), sorry baking guys.
>
> On Fri, Jan 8, 2016 at 12:13 PM, Matt Morris < 
> matt...@gmail.com> wrote:
>
>> I'd say the timescale for rendermapping/baking will be months
>> rather than weeks - seems like complex volume rendering will come 
>> before
>> baking.
>>
>> On 8 January 2016 at 09:28, Ognjen Vukovic < 
>> ognj...@gmail.com> wrote:
>>
>>> It wasn't supported up till now, I think they will be
>>> introducing it in the coming weeks.
>>>
>>> On Fri, Jan 8, 2016 at 9:18 AM, James De Colling <
>>> james.decoll...@gmail.com> wrote:
>>>
 sorry for the potentially silly question, but how is redshift
 with Rendermap? we use it extensive

Re: Redshift users?

2016-01-19 Thread Leoung O'Young

We are using rr v7.0.16 and it is not implemented in this version.
It is not a problem for us at the moment since we only have 2 GPU per 
machine.



On 19/01/2016 2:20 PM, Matt Morris wrote:
I'm sure there was a post on the redshift forum from someone who had 
managed to get RR7 working with jobs per gpu, but it sounded like it 
needed a bit of time to get it right, and conversations with Holger.


On 19 January 2016 at 19:13, Dan Yargici > wrote:


Might want to double check with Holger first, I may be wrong about RR.

DAN

On 19 Jan 2016 6:59 pm, "Tony Bexley" mailto:alb7...@gmail.com>> wrote:

Oh okay, I think I got it now. We're still on RR 6 but maybe
we need to upgrade to 7 so we can have multiple render nodes
on machines.

Guess I better talk to the bossman and see about getting a
license upgrade.

Thanks Tim!

On Tue, Jan 19, 2016 at 1:21 PM, Tim Crowson
mailto:tim.crow...@magneticdreams.com>> wrote:

We settled on 2GPUs for most machines. A couple have 3.
Workstations have 1. Like Matt and Mirko said, because of
non-linear performance, you'll need to determine at what
point you want to parallelize.

And yes, you can have a machine with 4 cards, and 4
instances of RS each rendering on a separate card.
However, be advised that all 4 instances of RS/XSI will
pull from shared resources like the CPU and system RAM.

If you can swing Titan Xs, their 12GB of vram make a huge
difference in performance, even if the specs of the card
itself might not seem as appealing as the 908Ti.

-Tim


On 1/19/2016 2:52 AM, Matt Morris wrote:

When I was at A Large Evil Corporation we replaced around
40 cpu nodes with 8 dual gpu nodes. With 2 cards the
scaling is pretty good (around 1.85x). With 3 or 4 cards
it would definitely be worth doing one frame per gpu.

On 19 January 2016 at 00:39, Artur Woźniak
mailto:artur.w...@gmail.com>> wrote:

SO the question.
How do you setup your farm. Which is better? Multiple
cards per frame or a card per frame?

Artur

2016-01-19 0:50 GMT+01:00 Tim Crowson
mailto:tim.crow...@magneticdreams.com>>:

We're use a 'garden' really... about a dozen
dedicated machines, most with 2xTitanX cards, and
we have some workstations that can kick in if
needed. You can get through a lot with far less
than before. And if you need to upgrade, just pop
in a different card. We went from dual 770s to
dual TitanXs with zero hassle and the performance
improvement was as expected: awesome.

-Tim




On 1/17/2016 11:38 AM, Graham Bell wrote:

I'd really like us to look at Redshift but too
embedded with Vray. Keeping an eye on the
possible Max integration as that could turn heads.
How big a farm are people using for Redshift,
because we do a lot of rendering.
On Fri, 15 Jan 2016 at 16:57, balazs kiss
mailto:fospu...@gmail.com>>
wrote:

Hi Morten,

we're also on redshift here, and I've made
another small studio to switch too ( by
showing a few frames and the corresponding
render times ).. great stuff :)

On Fri, Jan 15, 2016 at 2:54 AM, Kris Rivel
mailto:krisri...@gmail.com>> wrote:

Loove RS! Switched over after
briefly playing with Vray and never
looked back. It has been amazing so far.

Kris

On Fri, Jan 8, 2016 at 8:11 AM, Ognjen
Vukovic mailto:ognj...@gmail.com>> wrote:

I thought they mentioned having
rendermaps in soft actually working
partially, they were just looking
for a method on how to implement it
across the board.
I could be completely wrong though.
Either way i would like  the volumes
more :), sorry baking guys.

On Fri, Jan 8, 2016 at 12:13 PM,
Matt Morris mailto:matt...@g

Re: Redshift users?

2016-01-19 Thread Mirko Jankovic
Distributed rendering, if you have in mind multiple machines rendering same
frame, is not directly supported, but using Deadline you can tile render
single image with all comps on the network.

On Tue, Jan 19, 2016 at 8:20 PM, Matt Morris  wrote:

> I'm sure there was a post on the redshift forum from someone who had
> managed to get RR7 working with jobs per gpu, but it sounded like it needed
> a bit of time to get it right, and conversations with Holger.
>
> On 19 January 2016 at 19:13, Dan Yargici  wrote:
>
>> Might want to double check with Holger first, I may be wrong about RR.
>>
>> DAN
>> On 19 Jan 2016 6:59 pm, "Tony Bexley"  wrote:
>>
>>> Oh okay, I think I got it now. We're still on RR 6 but maybe we need to
>>> upgrade to 7 so we can have multiple render nodes on machines.
>>>
>>> Guess I better talk to the bossman and see about getting a license
>>> upgrade.
>>>
>>> Thanks Tim!
>>>
>>> On Tue, Jan 19, 2016 at 1:21 PM, Tim Crowson <
>>> tim.crow...@magneticdreams.com> wrote:
>>>
 We settled on 2GPUs for most machines. A couple have 3. Workstations
 have 1. Like Matt and Mirko said, because of non-linear performance, you'll
 need to determine at what point you want to parallelize.

 And yes, you can have a machine with 4 cards, and 4 instances of RS
 each rendering on a separate card. However, be advised that all 4 instances
 of RS/XSI will pull from shared resources like the CPU and system RAM.

 If you can swing Titan Xs, their 12GB of vram make a huge difference in
 performance, even if the specs of the card itself might not seem as
 appealing as the 908Ti.

 -Tim


 On 1/19/2016 2:52 AM, Matt Morris wrote:

 When I was at A Large Evil Corporation we replaced around 40 cpu nodes
 with 8 dual gpu nodes. With 2 cards the scaling is pretty good (around
 1.85x). With 3 or 4 cards it would definitely be worth doing one frame per
 gpu.

 On 19 January 2016 at 00:39, Artur Woźniak 
 wrote:

> SO the question.
> How do you setup your farm. Which is better? Multiple cards per frame
> or a card per frame?
>
> Artur
>
> 2016-01-19 0:50 GMT+01:00 Tim Crowson <
> tim.crow...@magneticdreams.com>:
>
>> We're use a 'garden' really... about a dozen dedicated machines, most
>> with 2xTitanX cards, and we have some workstations that can kick in if
>> needed. You can get through a lot with far less than before. And if you
>> need to upgrade, just pop in a different card. We went from dual 770s to
>> dual TitanXs with zero hassle and the performance improvement was as
>> expected: awesome.
>>
>> -Tim
>>
>>
>>
>>
>> On 1/17/2016 11:38 AM, Graham Bell wrote:
>>
>> I'd really like us to look at Redshift but too embedded with Vray.
>> Keeping an eye on the possible Max integration as that could turn heads.
>> How big a farm are people using for Redshift, because we do a lot of
>> rendering.
>> On Fri, 15 Jan 2016 at 16:57, balazs kiss < 
>> fospu...@gmail.com> wrote:
>>
>>> Hi Morten,
>>>
>>> we're also on redshift here, and I've made another small studio to
>>> switch too ( by showing a few frames and the corresponding render times 
>>> )..
>>> great stuff :)
>>>
>>> On Fri, Jan 15, 2016 at 2:54 AM, Kris Rivel < 
>>> krisri...@gmail.com> wrote:
>>>
 Loove RS! Switched over after briefly playing with Vray and
 never looked back. It has been amazing so far.

 Kris

 On Fri, Jan 8, 2016 at 8:11 AM, Ognjen Vukovic <
 ognj...@gmail.com> wrote:

> I thought they mentioned having rendermaps in soft actually
> working partially, they were just looking for a method on how to 
> implement
> it across the board.
> I could be completely wrong though. Either way i would like  the
> volumes more :), sorry baking guys.
>
> On Fri, Jan 8, 2016 at 12:13 PM, Matt Morris < 
> matt...@gmail.com> wrote:
>
>> I'd say the timescale for rendermapping/baking will be months
>> rather than weeks - seems like complex volume rendering will come 
>> before
>> baking.
>>
>> On 8 January 2016 at 09:28, Ognjen Vukovic < 
>> ognj...@gmail.com> wrote:
>>
>>> It wasn't supported up till now, I think they will be
>>> introducing it in the coming weeks.
>>>
>>> On Fri, Jan 8, 2016 at 9:18 AM, James De Colling <
>>> james.decoll...@gmail.com> wrote:
>>>
 sorry for the potentially silly question, but how is redshift
 with Rendermap? we use it extensively with MR, and would need 
 redshift to
 have the same capability

 James,

 On Fri, Jan 8, 2016 at 8

Re: Redshift users?

2016-01-19 Thread Matt Morris
I'm sure there was a post on the redshift forum from someone who had
managed to get RR7 working with jobs per gpu, but it sounded like it needed
a bit of time to get it right, and conversations with Holger.

On 19 January 2016 at 19:13, Dan Yargici  wrote:

> Might want to double check with Holger first, I may be wrong about RR.
>
> DAN
> On 19 Jan 2016 6:59 pm, "Tony Bexley"  wrote:
>
>> Oh okay, I think I got it now. We're still on RR 6 but maybe we need to
>> upgrade to 7 so we can have multiple render nodes on machines.
>>
>> Guess I better talk to the bossman and see about getting a license
>> upgrade.
>>
>> Thanks Tim!
>>
>> On Tue, Jan 19, 2016 at 1:21 PM, Tim Crowson <
>> tim.crow...@magneticdreams.com> wrote:
>>
>>> We settled on 2GPUs for most machines. A couple have 3. Workstations
>>> have 1. Like Matt and Mirko said, because of non-linear performance, you'll
>>> need to determine at what point you want to parallelize.
>>>
>>> And yes, you can have a machine with 4 cards, and 4 instances of RS each
>>> rendering on a separate card. However, be advised that all 4 instances of
>>> RS/XSI will pull from shared resources like the CPU and system RAM.
>>>
>>> If you can swing Titan Xs, their 12GB of vram make a huge difference in
>>> performance, even if the specs of the card itself might not seem as
>>> appealing as the 908Ti.
>>>
>>> -Tim
>>>
>>>
>>> On 1/19/2016 2:52 AM, Matt Morris wrote:
>>>
>>> When I was at A Large Evil Corporation we replaced around 40 cpu nodes
>>> with 8 dual gpu nodes. With 2 cards the scaling is pretty good (around
>>> 1.85x). With 3 or 4 cards it would definitely be worth doing one frame per
>>> gpu.
>>>
>>> On 19 January 2016 at 00:39, Artur Woźniak  wrote:
>>>
 SO the question.
 How do you setup your farm. Which is better? Multiple cards per frame
 or a card per frame?

 Artur

 2016-01-19 0:50 GMT+01:00 Tim Crowson <
 tim.crow...@magneticdreams.com>:

> We're use a 'garden' really... about a dozen dedicated machines, most
> with 2xTitanX cards, and we have some workstations that can kick in if
> needed. You can get through a lot with far less than before. And if you
> need to upgrade, just pop in a different card. We went from dual 770s to
> dual TitanXs with zero hassle and the performance improvement was as
> expected: awesome.
>
> -Tim
>
>
>
>
> On 1/17/2016 11:38 AM, Graham Bell wrote:
>
> I'd really like us to look at Redshift but too embedded with Vray.
> Keeping an eye on the possible Max integration as that could turn heads.
> How big a farm are people using for Redshift, because we do a lot of
> rendering.
> On Fri, 15 Jan 2016 at 16:57, balazs kiss < 
> fospu...@gmail.com> wrote:
>
>> Hi Morten,
>>
>> we're also on redshift here, and I've made another small studio to
>> switch too ( by showing a few frames and the corresponding render times 
>> )..
>> great stuff :)
>>
>> On Fri, Jan 15, 2016 at 2:54 AM, Kris Rivel < 
>> krisri...@gmail.com> wrote:
>>
>>> Loove RS! Switched over after briefly playing with Vray and
>>> never looked back. It has been amazing so far.
>>>
>>> Kris
>>>
>>> On Fri, Jan 8, 2016 at 8:11 AM, Ognjen Vukovic < 
>>> ognj...@gmail.com> wrote:
>>>
 I thought they mentioned having rendermaps in soft actually working
 partially, they were just looking for a method on how to implement it
 across the board.
 I could be completely wrong though. Either way i would like  the
 volumes more :), sorry baking guys.

 On Fri, Jan 8, 2016 at 12:13 PM, Matt Morris < 
 matt...@gmail.com> wrote:

> I'd say the timescale for rendermapping/baking will be months
> rather than weeks - seems like complex volume rendering will come 
> before
> baking.
>
> On 8 January 2016 at 09:28, Ognjen Vukovic < 
> ognj...@gmail.com> wrote:
>
>> It wasn't supported up till now, I think they will be introducing
>> it in the coming weeks.
>>
>> On Fri, Jan 8, 2016 at 9:18 AM, James De Colling <
>> james.decoll...@gmail.com> wrote:
>>
>>> sorry for the potentially silly question, but how is redshift
>>> with Rendermap? we use it extensively with MR, and would need 
>>> redshift to
>>> have the same capability
>>>
>>> James,
>>>
>>> On Fri, Jan 8, 2016 at 8:01 PM, Morten Bartholdy <
>>> x...@colorshopvfx.dk> wrote:
>>>
 Wow, it is quite impressive what an impact Redshift has made
 already.



 I have done a fair amount of testing with Redshift too and find
 on average scenes to be 5-10 times faster than Arnold with 
 comparable
>>>

Re: Redshift users?

2016-01-19 Thread Dan Yargici
Might want to double check with Holger first, I may be wrong about RR.

DAN
On 19 Jan 2016 6:59 pm, "Tony Bexley"  wrote:

> Oh okay, I think I got it now. We're still on RR 6 but maybe we need to
> upgrade to 7 so we can have multiple render nodes on machines.
>
> Guess I better talk to the bossman and see about getting a license
> upgrade.
>
> Thanks Tim!
>
> On Tue, Jan 19, 2016 at 1:21 PM, Tim Crowson <
> tim.crow...@magneticdreams.com> wrote:
>
>> We settled on 2GPUs for most machines. A couple have 3. Workstations have
>> 1. Like Matt and Mirko said, because of non-linear performance, you'll need
>> to determine at what point you want to parallelize.
>>
>> And yes, you can have a machine with 4 cards, and 4 instances of RS each
>> rendering on a separate card. However, be advised that all 4 instances of
>> RS/XSI will pull from shared resources like the CPU and system RAM.
>>
>> If you can swing Titan Xs, their 12GB of vram make a huge difference in
>> performance, even if the specs of the card itself might not seem as
>> appealing as the 908Ti.
>>
>> -Tim
>>
>>
>> On 1/19/2016 2:52 AM, Matt Morris wrote:
>>
>> When I was at A Large Evil Corporation we replaced around 40 cpu nodes
>> with 8 dual gpu nodes. With 2 cards the scaling is pretty good (around
>> 1.85x). With 3 or 4 cards it would definitely be worth doing one frame per
>> gpu.
>>
>> On 19 January 2016 at 00:39, Artur Woźniak  wrote:
>>
>>> SO the question.
>>> How do you setup your farm. Which is better? Multiple cards per frame or
>>> a card per frame?
>>>
>>> Artur
>>>
>>> 2016-01-19 0:50 GMT+01:00 Tim Crowson < 
>>> tim.crow...@magneticdreams.com>:
>>>
 We're use a 'garden' really... about a dozen dedicated machines, most
 with 2xTitanX cards, and we have some workstations that can kick in if
 needed. You can get through a lot with far less than before. And if you
 need to upgrade, just pop in a different card. We went from dual 770s to
 dual TitanXs with zero hassle and the performance improvement was as
 expected: awesome.

 -Tim




 On 1/17/2016 11:38 AM, Graham Bell wrote:

 I'd really like us to look at Redshift but too embedded with Vray.
 Keeping an eye on the possible Max integration as that could turn heads.
 How big a farm are people using for Redshift, because we do a lot of
 rendering.
 On Fri, 15 Jan 2016 at 16:57, balazs kiss < 
 fospu...@gmail.com> wrote:

> Hi Morten,
>
> we're also on redshift here, and I've made another small studio to
> switch too ( by showing a few frames and the corresponding render times 
> )..
> great stuff :)
>
> On Fri, Jan 15, 2016 at 2:54 AM, Kris Rivel < 
> krisri...@gmail.com> wrote:
>
>> Loove RS! Switched over after briefly playing with Vray and never
>> looked back. It has been amazing so far.
>>
>> Kris
>>
>> On Fri, Jan 8, 2016 at 8:11 AM, Ognjen Vukovic < 
>> ognj...@gmail.com> wrote:
>>
>>> I thought they mentioned having rendermaps in soft actually working
>>> partially, they were just looking for a method on how to implement it
>>> across the board.
>>> I could be completely wrong though. Either way i would like  the
>>> volumes more :), sorry baking guys.
>>>
>>> On Fri, Jan 8, 2016 at 12:13 PM, Matt Morris < 
>>> matt...@gmail.com> wrote:
>>>
 I'd say the timescale for rendermapping/baking will be months
 rather than weeks - seems like complex volume rendering will come 
 before
 baking.

 On 8 January 2016 at 09:28, Ognjen Vukovic < 
 ognj...@gmail.com> wrote:

> It wasn't supported up till now, I think they will be introducing
> it in the coming weeks.
>
> On Fri, Jan 8, 2016 at 9:18 AM, James De Colling <
> james.decoll...@gmail.com> wrote:
>
>> sorry for the potentially silly question, but how is redshift
>> with Rendermap? we use it extensively with MR, and would need 
>> redshift to
>> have the same capability
>>
>> James,
>>
>> On Fri, Jan 8, 2016 at 8:01 PM, Morten Bartholdy <
>> x...@colorshopvfx.dk> wrote:
>>
>>> Wow, it is quite impressive what an impact Redshift has made
>>> already.
>>>
>>>
>>>
>>> I have done a fair amount of testing with Redshift too and find
>>> on average scenes to be 5-10 times faster than Arnold with 
>>> comparable
>>> quality, plus a number of things are simpler to set up the way you 
>>> want it,
>>> in part because of the rapid feedback in the renderregion. I have 
>>> yet to
>>> test it on really complex scenes, so that will be the next thing to 
>>> check.
>>> I agree on a lack of shader support in certain parts, especially 
>>> com

Re: Redshift users?

2016-01-19 Thread Tim Crowson

No, I don't think that's a possibility. Not 100% sure though.

On 1/19/2016 1:06 PM, Artur Woźniak wrote:

Distributed rendering. IS this a possibility?

2016-01-19 19:58 GMT+01:00 Tony Bexley >:


Oh okay, I think I got it now. We're still on RR 6 but maybe we
need to upgrade to 7 so we can have multiple render nodes on
machines.

Guess I better talk to the bossman and see about getting a license
upgrade.

Thanks Tim!

On Tue, Jan 19, 2016 at 1:21 PM, Tim Crowson
mailto:tim.crow...@magneticdreams.com>> wrote:

We settled on 2GPUs for most machines. A couple have 3.
Workstations have 1. Like Matt and Mirko said, because of
non-linear performance, you'll need to determine at what point
you want to parallelize.

And yes, you can have a machine with 4 cards, and 4 instances
of RS each rendering on a separate card. However, be advised
that all 4 instances of RS/XSI will pull from shared resources
like the CPU and system RAM.

If you can swing Titan Xs, their 12GB of vram make a huge
difference in performance, even if the specs of the card
itself might not seem as appealing as the 908Ti.

-Tim


On 1/19/2016 2:52 AM, Matt Morris wrote:

When I was at A Large Evil Corporation we replaced around 40
cpu nodes with 8 dual gpu nodes. With 2 cards the scaling is
pretty good (around 1.85x). With 3 or 4 cards it would
definitely be worth doing one frame per gpu.

On 19 January 2016 at 00:39, Artur Woźniak
mailto:artur.w...@gmail.com>> wrote:

SO the question.
How do you setup your farm. Which is better? Multiple
cards per frame or a card per frame?

Artur

2016-01-19 0:50 GMT+01:00 Tim Crowson
mailto:tim.crow...@magneticdreams.com>>:

We're use a 'garden' really... about a dozen
dedicated machines, most with 2xTitanX cards, and we
have some workstations that can kick in if needed.
You can get through a lot with far less than before.
And if you need to upgrade, just pop in a different
card. We went from dual 770s to dual TitanXs with
zero hassle and the performance improvement was as
expected: awesome.

-Tim




On 1/17/2016 11:38 AM, Graham Bell wrote:

I'd really like us to look at Redshift but too
embedded with Vray. Keeping an eye on the possible
Max integration as that could turn heads.
How big a farm are people using for Redshift,
because we do a lot of rendering.
On Fri, 15 Jan 2016 at 16:57, balazs kiss
mailto:fospu...@gmail.com>> wrote:

Hi Morten,

we're also on redshift here, and I've made
another small studio to switch too ( by showing
a few frames and the corresponding render times
).. great stuff :)

On Fri, Jan 15, 2016 at 2:54 AM, Kris Rivel
mailto:krisri...@gmail.com>> wrote:

Loove RS! Switched over after briefly
playing with Vray and never looked back. It
has been amazing so far.

Kris

On Fri, Jan 8, 2016 at 8:11 AM, Ognjen
Vukovic mailto:ognj...@gmail.com>> wrote:

I thought they mentioned having
rendermaps in soft actually working
partially, they were just looking for a
method on how to implement it across the
board.
I could be completely wrong though.
Either way i would like  the volumes
more :), sorry baking guys.

On Fri, Jan 8, 2016 at 12:13 PM, Matt
Morris mailto:matt...@gmail.com>> wrote:

I'd say the timescale for
rendermapping/baking will be months
rather than weeks - seems like
complex volume rendering will come
before baking.

On 8 January 2016 at 09:28, Ognjen
Vukovic mailto:ognj...@gmail.com>> wrote:

It wasn't supported up till now,
I think they will be introducing
it in the coming weeks.

On Fri, Jan 8, 2016 at 9:18 AM,
  

Re: Redshift users?

2016-01-19 Thread Artur Woźniak
Distributed rendering. IS this a possibility?

2016-01-19 19:58 GMT+01:00 Tony Bexley :

> Oh okay, I think I got it now. We're still on RR 6 but maybe we need to
> upgrade to 7 so we can have multiple render nodes on machines.
>
> Guess I better talk to the bossman and see about getting a license
> upgrade.
>
> Thanks Tim!
>
> On Tue, Jan 19, 2016 at 1:21 PM, Tim Crowson <
> tim.crow...@magneticdreams.com> wrote:
>
>> We settled on 2GPUs for most machines. A couple have 3. Workstations have
>> 1. Like Matt and Mirko said, because of non-linear performance, you'll need
>> to determine at what point you want to parallelize.
>>
>> And yes, you can have a machine with 4 cards, and 4 instances of RS each
>> rendering on a separate card. However, be advised that all 4 instances of
>> RS/XSI will pull from shared resources like the CPU and system RAM.
>>
>> If you can swing Titan Xs, their 12GB of vram make a huge difference in
>> performance, even if the specs of the card itself might not seem as
>> appealing as the 908Ti.
>>
>> -Tim
>>
>>
>> On 1/19/2016 2:52 AM, Matt Morris wrote:
>>
>> When I was at A Large Evil Corporation we replaced around 40 cpu nodes
>> with 8 dual gpu nodes. With 2 cards the scaling is pretty good (around
>> 1.85x). With 3 or 4 cards it would definitely be worth doing one frame per
>> gpu.
>>
>> On 19 January 2016 at 00:39, Artur Woźniak  wrote:
>>
>>> SO the question.
>>> How do you setup your farm. Which is better? Multiple cards per frame or
>>> a card per frame?
>>>
>>> Artur
>>>
>>> 2016-01-19 0:50 GMT+01:00 Tim Crowson < 
>>> tim.crow...@magneticdreams.com>:
>>>
 We're use a 'garden' really... about a dozen dedicated machines, most
 with 2xTitanX cards, and we have some workstations that can kick in if
 needed. You can get through a lot with far less than before. And if you
 need to upgrade, just pop in a different card. We went from dual 770s to
 dual TitanXs with zero hassle and the performance improvement was as
 expected: awesome.

 -Tim




 On 1/17/2016 11:38 AM, Graham Bell wrote:

 I'd really like us to look at Redshift but too embedded with Vray.
 Keeping an eye on the possible Max integration as that could turn heads.
 How big a farm are people using for Redshift, because we do a lot of
 rendering.
 On Fri, 15 Jan 2016 at 16:57, balazs kiss < 
 fospu...@gmail.com> wrote:

> Hi Morten,
>
> we're also on redshift here, and I've made another small studio to
> switch too ( by showing a few frames and the corresponding render times 
> )..
> great stuff :)
>
> On Fri, Jan 15, 2016 at 2:54 AM, Kris Rivel < 
> krisri...@gmail.com> wrote:
>
>> Loove RS! Switched over after briefly playing with Vray and never
>> looked back. It has been amazing so far.
>>
>> Kris
>>
>> On Fri, Jan 8, 2016 at 8:11 AM, Ognjen Vukovic < 
>> ognj...@gmail.com> wrote:
>>
>>> I thought they mentioned having rendermaps in soft actually working
>>> partially, they were just looking for a method on how to implement it
>>> across the board.
>>> I could be completely wrong though. Either way i would like  the
>>> volumes more :), sorry baking guys.
>>>
>>> On Fri, Jan 8, 2016 at 12:13 PM, Matt Morris < 
>>> matt...@gmail.com> wrote:
>>>
 I'd say the timescale for rendermapping/baking will be months
 rather than weeks - seems like complex volume rendering will come 
 before
 baking.

 On 8 January 2016 at 09:28, Ognjen Vukovic < 
 ognj...@gmail.com> wrote:

> It wasn't supported up till now, I think they will be introducing
> it in the coming weeks.
>
> On Fri, Jan 8, 2016 at 9:18 AM, James De Colling <
> james.decoll...@gmail.com> wrote:
>
>> sorry for the potentially silly question, but how is redshift
>> with Rendermap? we use it extensively with MR, and would need 
>> redshift to
>> have the same capability
>>
>> James,
>>
>> On Fri, Jan 8, 2016 at 8:01 PM, Morten Bartholdy <
>> x...@colorshopvfx.dk> wrote:
>>
>>> Wow, it is quite impressive what an impact Redshift has made
>>> already.
>>>
>>>
>>>
>>> I have done a fair amount of testing with Redshift too and find
>>> on average scenes to be 5-10 times faster than Arnold with 
>>> comparable
>>> quality, plus a number of things are simpler to set up the way you 
>>> want it,
>>> in part because of the rapid feedback in the renderregion. I have 
>>> yet to
>>> test it on really complex scenes, so that will be the next thing to 
>>> check.
>>> I agree on a lack of shader support in certain parts, especially 
>>> compared
>>> to Arnold/Sitoa,

Re: Redshift users?

2016-01-19 Thread Tony Bexley
Oh okay, I think I got it now. We're still on RR 6 but maybe we need to
upgrade to 7 so we can have multiple render nodes on machines.

Guess I better talk to the bossman and see about getting a license upgrade.

Thanks Tim!

On Tue, Jan 19, 2016 at 1:21 PM, Tim Crowson  wrote:

> We settled on 2GPUs for most machines. A couple have 3. Workstations have
> 1. Like Matt and Mirko said, because of non-linear performance, you'll need
> to determine at what point you want to parallelize.
>
> And yes, you can have a machine with 4 cards, and 4 instances of RS each
> rendering on a separate card. However, be advised that all 4 instances of
> RS/XSI will pull from shared resources like the CPU and system RAM.
>
> If you can swing Titan Xs, their 12GB of vram make a huge difference in
> performance, even if the specs of the card itself might not seem as
> appealing as the 908Ti.
>
> -Tim
>
>
> On 1/19/2016 2:52 AM, Matt Morris wrote:
>
> When I was at A Large Evil Corporation we replaced around 40 cpu nodes
> with 8 dual gpu nodes. With 2 cards the scaling is pretty good (around
> 1.85x). With 3 or 4 cards it would definitely be worth doing one frame per
> gpu.
>
> On 19 January 2016 at 00:39, Artur Woźniak  wrote:
>
>> SO the question.
>> How do you setup your farm. Which is better? Multiple cards per frame or
>> a card per frame?
>>
>> Artur
>>
>> 2016-01-19 0:50 GMT+01:00 Tim Crowson < 
>> tim.crow...@magneticdreams.com>:
>>
>>> We're use a 'garden' really... about a dozen dedicated machines, most
>>> with 2xTitanX cards, and we have some workstations that can kick in if
>>> needed. You can get through a lot with far less than before. And if you
>>> need to upgrade, just pop in a different card. We went from dual 770s to
>>> dual TitanXs with zero hassle and the performance improvement was as
>>> expected: awesome.
>>>
>>> -Tim
>>>
>>>
>>>
>>>
>>> On 1/17/2016 11:38 AM, Graham Bell wrote:
>>>
>>> I'd really like us to look at Redshift but too embedded with Vray.
>>> Keeping an eye on the possible Max integration as that could turn heads.
>>> How big a farm are people using for Redshift, because we do a lot of
>>> rendering.
>>> On Fri, 15 Jan 2016 at 16:57, balazs kiss < 
>>> fospu...@gmail.com> wrote:
>>>
 Hi Morten,

 we're also on redshift here, and I've made another small studio to
 switch too ( by showing a few frames and the corresponding render times )..
 great stuff :)

 On Fri, Jan 15, 2016 at 2:54 AM, Kris Rivel < 
 krisri...@gmail.com> wrote:

> Loove RS! Switched over after briefly playing with Vray and never
> looked back. It has been amazing so far.
>
> Kris
>
> On Fri, Jan 8, 2016 at 8:11 AM, Ognjen Vukovic < 
> ognj...@gmail.com> wrote:
>
>> I thought they mentioned having rendermaps in soft actually working
>> partially, they were just looking for a method on how to implement it
>> across the board.
>> I could be completely wrong though. Either way i would like  the
>> volumes more :), sorry baking guys.
>>
>> On Fri, Jan 8, 2016 at 12:13 PM, Matt Morris < 
>> matt...@gmail.com> wrote:
>>
>>> I'd say the timescale for rendermapping/baking will be months rather
>>> than weeks - seems like complex volume rendering will come before 
>>> baking.
>>>
>>> On 8 January 2016 at 09:28, Ognjen Vukovic < 
>>> ognj...@gmail.com> wrote:
>>>
 It wasn't supported up till now, I think they will be introducing
 it in the coming weeks.

 On Fri, Jan 8, 2016 at 9:18 AM, James De Colling <
 james.decoll...@gmail.com> wrote:

> sorry for the potentially silly question, but how is redshift with
> Rendermap? we use it extensively with MR, and would need redshift to 
> have
> the same capability
>
> James,
>
> On Fri, Jan 8, 2016 at 8:01 PM, Morten Bartholdy <
> x...@colorshopvfx.dk> wrote:
>
>> Wow, it is quite impressive what an impact Redshift has made
>> already.
>>
>>
>>
>> I have done a fair amount of testing with Redshift too and find
>> on average scenes to be 5-10 times faster than Arnold with comparable
>> quality, plus a number of things are simpler to set up the way you 
>> want it,
>> in part because of the rapid feedback in the renderregion. I have 
>> yet to
>> test it on really complex scenes, so that will be the next thing to 
>> check.
>> I agree on a lack of shader support in certain parts, especially 
>> compared
>> to Arnold/Sitoa, so it is reassuring that Burtnyk and Co are so 
>> responsive
>> :)
>>
>>
>>
>> We will likely also incorporate it to some extent when it
>> supports vdb and volumetric rendering and see where it takes us.
>>
>>
>>>

Re: Redshift users?

2016-01-19 Thread Tim Crowson
We settled on 2GPUs for most machines. A couple have 3. Workstations 
have 1. Like Matt and Mirko said, because of non-linear performance, 
you'll need to determine at what point you want to parallelize.


And yes, you can have a machine with 4 cards, and 4 instances of RS each 
rendering on a separate card. However, be advised that all 4 instances 
of RS/XSI will pull from shared resources like the CPU and system RAM.


If you can swing Titan Xs, their 12GB of vram make a huge difference in 
performance, even if the specs of the card itself might not seem as 
appealing as the 908Ti.


-Tim

On 1/19/2016 2:52 AM, Matt Morris wrote:
When I was at A Large Evil Corporation we replaced around 40 cpu nodes 
with 8 dual gpu nodes. With 2 cards the scaling is pretty good (around 
1.85x). With 3 or 4 cards it would definitely be worth doing one frame 
per gpu.


On 19 January 2016 at 00:39, Artur Woźniak > wrote:


SO the question.
How do you setup your farm. Which is better? Multiple cards per
frame or a card per frame?

Artur

2016-01-19 0:50 GMT+01:00 Tim Crowson
mailto:tim.crow...@magneticdreams.com>>:

We're use a 'garden' really... about a dozen dedicated
machines, most with 2xTitanX cards, and we have some
workstations that can kick in if needed. You can get through a
lot with far less than before. And if you need to upgrade,
just pop in a different card. We went from dual 770s to dual
TitanXs with zero hassle and the performance improvement was
as expected: awesome.

-Tim




On 1/17/2016 11:38 AM, Graham Bell wrote:

I'd really like us to look at Redshift but too embedded with
Vray. Keeping an eye on the possible Max integration as that
could turn heads.
How big a farm are people using for Redshift, because we do a
lot of rendering.
On Fri, 15 Jan 2016 at 16:57, balazs kiss mailto:fospu...@gmail.com>> wrote:

Hi Morten,

we're also on redshift here, and I've made another small
studio to switch too ( by showing a few frames and the
corresponding render times ).. great stuff :)

On Fri, Jan 15, 2016 at 2:54 AM, Kris Rivel
mailto:krisri...@gmail.com>> wrote:

Loove RS! Switched over after briefly playing
with Vray and never looked back. It has been amazing
so far.

Kris

On Fri, Jan 8, 2016 at 8:11 AM, Ognjen Vukovic
mailto:ognj...@gmail.com>> wrote:

I thought they mentioned having rendermaps in
soft actually working partially, they were just
looking for a method on how to implement it
across the board.
I could be completely wrong though. Either way i
would like  the volumes more :), sorry baking guys.

On Fri, Jan 8, 2016 at 12:13 PM, Matt Morris
mailto:matt...@gmail.com>> wrote:

I'd say the timescale for
rendermapping/baking will be months rather
than weeks - seems like complex volume
rendering will come before baking.

On 8 January 2016 at 09:28, Ognjen Vukovic
mailto:ognj...@gmail.com>> wrote:

It wasn't supported up till now, I think
they will be introducing it in the coming
weeks.

On Fri, Jan 8, 2016 at 9:18 AM, James De
Colling mailto:james.decoll...@gmail.com>> wrote:

sorry for the potentially silly
question, but how is redshift with
Rendermap? we use it extensively with
MR, and would need redshift to have
the same capability

James,

On Fri, Jan 8, 2016 at 8:01 PM,
Morten Bartholdy mailto:x...@colorshopvfx.dk>> wrote:

Wow, it is quite impressive what
an impact Redshift has made already.

I have done a fair amount of
testing with Redshift too and
find on average scenes to be 5-10
times faster than Arnold with
comparable quality, plus a number
of things are simpler to set up
the way you want it, in part
because of the 

RE: Redshift users?

2016-01-19 Thread Angus Davidson
Maybe blender can go right to USD ;)



From: Gerbrand Nel [nagv...@gmail.com]
Sent: 19 January 2016 02:34 PM
To: softimage@listproc.autodesk.com
Subject: Re: Redshift users?

Are you using blender only, or other apps with blender?
I ask because I'm always looking for ways to get my work into blender, to use 
cycles as my main render.
At the moment I use mdd cache for animation with no topology change, and a 
script called meshfoot for things like liquids or other changing topology geo.
Cameras are also a real pain, but I have a workaround for that from houdini.
particles and volumes I still render in mantra.
Cant wait for blender to get alembic and openVDB
G

On 19/01/2016 14:13, Doeke Wartena wrote:
I switched to blender cause I like to complicate my life...
So no redshift anymore which I really regret. I hope they will add Blender 
support some day but as the developers said, they are small on resources...

2016-01-19 10:25 GMT+01:00 Mirko Jankovic 
mailto:mirkoj.anima...@gmail.com>>:
It mostly come down to this... if frame is rather fast to render go with 1` GPU 
per frame, if it takes a bit longer 2 per frame is sweet spot. Makes not much 
sense to go over 2GPU per frame due to scaling.
2 cards is almost 2x speed
3 cards ~2.4x
4 cards ~2.9x
If I recall some of the measuring we took.
But still 4 GPU per render node is good combo, less space taken, less licences 
cost, less strain on network etc...

On Tue, Jan 19, 2016 at 9:52 AM, Matt Morris 
<matt...@gmail.com> wrote:
When I was at A Large Evil Corporation we replaced around 40 cpu nodes with 8 
dual gpu nodes. With 2 cards the scaling is pretty good (around 1.85x). With 3 
or 4 cards it would definitely be worth doing one frame per gpu.

On 19 January 2016 at 00:39, Artur Woźniak 
<artur.w...@gmail.com>
 wrote:
SO the question.
How do you setup your farm. Which is better? Multiple cards per frame or a card 
per frame?

Artur

2016-01-19 0:50 GMT+01:00 Tim Crowson 
<tim.crow...@magneticdreams.com>:
We're use a 'garden' really... about a dozen dedicated machines, most with 
2xTitanX cards, and we have some workstations that can kick in if needed. You 
can get through a lot with far less than before. And if you need to upgrade, 
just pop in a different card. We went from dual 770s to dual TitanXs with zero 
hassle and the performance improvement was as expected: awesome.

-Tim




On 1/17/2016 11:38 AM, Graham Bell wrote:
I'd really like us to look at Redshift but too embedded with Vray. Keeping an 
eye on the possible Max integration as that could turn heads.
How big a farm are people using for Redshift, because we do a lot of rendering.
On Fri, 15 Jan 2016 at 16:57, balazs kiss 
<fospu...@gmail.com> 
wrote:
Hi Morten,

we're also on redshift here, and I've made another small studio to switch too ( 
by showing a few frames and the corresponding render times ).. great stuff :)

On Fri, Jan 15, 2016 at 2:54 AM, Kris Rivel 
<krisri...@gmail.com> 
wrote:
Loove RS! Switched over after briefly playing with Vray and never looked 
back. It has been amazing so far.

Kris

On Fri, Jan 8, 2016 at 8:11 AM, Ognjen Vukovic 
<ognj...@gmail.com> wrote:
I thought they mentioned having rendermaps in soft actually working partially, 
they were just looking for a method on how to implement it across the board.
I could be completely wrong though. Either way i would like  the volumes more 
:), sorry baking guys.

On Fri, Jan 8, 2016 at 12:13 PM, Matt Morris 
<matt...@gmail.com> wrote:
I'd say the timescale for rendermapping/baking will be months rather than weeks 
- seems like complex volume rendering will come before baking.

On 8 January 2016 at 09:28, Ognjen Vukovic 
<ognj...@gmail.com> wrote:
It wasn't supported up till now, I think they will be introducing it in the 
coming weeks.

On Fri, Jan 8, 2016 at 9:18 AM, James De Colling 
<james.decoll...@gmail.com>
 wrote:
sorry for the potentially silly question, but how is redshift with Rendermap? 
we use it extensively with MR, and would need redshift to have the same 
capability

James,

On Fri, Jan 8, 2016 at 8:01 PM, Morten Bartholdy 
<x...@colorshopvfx.dk>
 wrote:

Wow, it is quite impressive what an impact Redshift has made already.



I have done a fair amount of testing with Redshift too and find on average 
scenes to be 5-10 times faster than Arnold with comparable quality, plus a 
number of things are simpler

Re: Redshift users?

2016-01-19 Thread Tony Bexley
I don't think Royal Render (7) does support 1 gpu per frame, unless I'm
mistaken? I've e-mailed Holger about testing the new 8.0  version to see
about

On Tue, Jan 19, 2016 at 7:54 AM, Dan Yargici  wrote:

> I think you meant 1 frame per GPU.  Yes, Deadline supports this, and RR
> also I believe.
>
> DAN
>
> On Tue, Jan 19, 2016 at 12:40 PM, Artur Woźniak 
> wrote:
>
>> Thanks,
>>
>> I read Deadline can assign 2 gpu's per frame in redshift.
>> Is this correct?
>>
>> 2016-01-19 13:34 GMT+01:00 Gerbrand Nel :
>>
>>> Are you using blender only, or other apps with blender?
>>> I ask because I'm always looking for ways to get my work into blender,
>>> to use cycles as my main render.
>>> At the moment I use mdd cache for animation with no topology change, and
>>> a script called meshfoot for things like liquids or other changing topology
>>> geo.
>>> Cameras are also a real pain, but I have a workaround for that from
>>> houdini.
>>> particles and volumes I still render in mantra.
>>> Cant wait for blender to get alembic and openVDB
>>> G
>>>
>>>
>>> On 19/01/2016 14:13, Doeke Wartena wrote:
>>>
>>> I switched to blender cause I like to complicate my life...
>>> So no redshift anymore which I really regret. I hope they will add
>>> Blender support some day but as the developers said, they are small on
>>> resources...
>>>
>>> 2016-01-19 10:25 GMT+01:00 Mirko Jankovic :
>>>
 It mostly come down to this... if frame is rather fast to render go
 with 1` GPU per frame, if it takes a bit longer 2 per frame is sweet spot.
 Makes not much sense to go over 2GPU per frame due to scaling.
 2 cards is almost 2x speed
 3 cards ~2.4x
 4 cards ~2.9x
 If I recall some of the measuring we took.
 But still 4 GPU per render node is good combo, less space taken, less
 licences cost, less strain on network etc...

 On Tue, Jan 19, 2016 at 9:52 AM, Matt Morris < 
 matt...@gmail.com> wrote:

> When I was at A Large Evil Corporation we replaced around 40 cpu nodes
> with 8 dual gpu nodes. With 2 cards the scaling is pretty good (around
> 1.85x). With 3 or 4 cards it would definitely be worth doing one frame per
> gpu.
>
> On 19 January 2016 at 00:39, Artur Woźniak < 
> artur.w...@gmail.com> wrote:
>
>> SO the question.
>> How do you setup your farm. Which is better? Multiple cards per frame
>> or a card per frame?
>>
>> Artur
>>
>> 2016-01-19 0:50 GMT+01:00 Tim Crowson <
>> tim.crow...@magneticdreams.com>:
>>
>>> We're use a 'garden' really... about a dozen dedicated machines,
>>> most with 2xTitanX cards, and we have some workstations that can kick 
>>> in if
>>> needed. You can get through a lot with far less than before. And if you
>>> need to upgrade, just pop in a different card. We went from dual 770s to
>>> dual TitanXs with zero hassle and the performance improvement was as
>>> expected: awesome.
>>>
>>> -Tim
>>>
>>>
>>>
>>>
>>> On 1/17/2016 11:38 AM, Graham Bell wrote:
>>>
>>> I'd really like us to look at Redshift but too embedded with Vray.
>>> Keeping an eye on the possible Max integration as that could turn heads.
>>> How big a farm are people using for Redshift, because we do a lot of
>>> rendering.
>>> On Fri, 15 Jan 2016 at 16:57, balazs kiss < 
>>> fospu...@gmail.com> wrote:
>>>
 Hi Morten,

 we're also on redshift here, and I've made another small studio to
 switch too ( by showing a few frames and the corresponding render 
 times )..
 great stuff :)

 On Fri, Jan 15, 2016 at 2:54 AM, Kris Rivel < 
 krisri...@gmail.com> wrote:

> Loove RS! Switched over after briefly playing with Vray and
> never looked back. It has been amazing so far.
>
> Kris
>
> On Fri, Jan 8, 2016 at 8:11 AM, Ognjen Vukovic <
> ognj...@gmail.com> wrote:
>
>> I thought they mentioned having rendermaps in soft actually
>> working partially, they were just looking for a method on how to 
>> implement
>> it across the board.
>> I could be completely wrong though. Either way i would like  the
>> volumes more :), sorry baking guys.
>>
>> On Fri, Jan 8, 2016 at 12:13 PM, Matt Morris <
>> matt...@gmail.com> wrote:
>>
>>> I'd say the timescale for rendermapping/baking will be months
>>> rather than weeks - seems like complex volume rendering will come 
>>> before
>>> baking.
>>>
>>> On 8 January 2016 at 09:28, Ognjen Vukovic < 
>>> ognj...@gmail.com> wrote:
>>>
 It wasn't supported up till now, I think they will be
 introducing it in the coming weeks.

 On Fri, Jan 8, 2016 at 9:18 AM, James De Colling <
>

RE: OT Maya: (Please god tell me i'm not alone with this)

2016-01-19 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
Interesting. I didn’t realize that Tweak Mode would affect objects in that way. 
It’s supposed to be primarily for components. Apparently it has the same 
behavior as “click drag select” when operating on an object.

Does the unwanted behavior go away when you turn Tweak off? You can call Tweak 
Mode any time as a hot command by holding down the ` key so that way it remains 
off only until you explicitly call it. But it would seem that they need to add 
an option to restrict Tweak to just the selection types the user would want 
affected. Hierarchy, Object, and/or Component for example.

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES II)
Science Systems and Applications Inc. (SSAI)
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Martin Yara
Sent: Tuesday, January 19, 2016 9:41 AM
To: softimage@listproc.autodesk.com
Subject: Re: OT Maya: (Please god tell me i'm not alone with this)

I'm a stupid, I had tweak mode on.

Still that's another annoying thing though. I don't want tweak to move my 
objects just like Softimage's M key.
I guess I'll have to live with that or maybe write an event script.

Thanks

Martin

On Tue, Jan 19, 2016 at 11:11 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES II] 
mailto:j.ponthi...@nasa.gov>> wrote:
“Click drag select” permits you to immediately select and move an object in one 
motion. Useful if say you have hundreds of objects and you want to select them 
one at a time and quickly snap them to existing objects such as locators or 
nulls. So it works really well in conjunction with the snap tools for example.

If “click drag select” is off the behavior is supposed to select the object if 
you click on something and then end the transaction on release. If you click 
and then drag it creates a marquee upon drag for multi-selection and is 
supposed to end the marquee transaction upon release.

If you are saying that it is still behaving like “click drag select” with it 
turned off, moving the object and never creating the marquee for 
multi-selection, then something doesn’t sound right.

What version of Maya are you using?

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES II)
Science Systems and Applications Inc. (SSAI)
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: 
softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Martin Yara
Sent: Tuesday, January 19, 2016 8:55 AM
To: softimage@listproc.autodesk.com
Subject: Re: OT Maya: (Please god tell me i'm not alone with this)

Err nope, it didn't work... I knew I've tried that before.

That option only worked when I'm using wireframe and try to select a polymesh 
and don't click on any wireframe.
In shaded mode it still moves my objects if I do a drag.

This behavior occurs with mouse or pen tablet, the only difference is that with 
a pen it is more common to do a long click (drag) without noticing.

Martin


On Tue, Jan 19, 2016 at 10:48 PM, Martin Yara 
mailto:furik...@gmail.com>> wrote:
Wow Thanks! That worked for me!

The solution was right in front of my eyes...

Martin


On Tue, Jan 19, 2016 at 10:43 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES II] 
mailto:j.ponthi...@nasa.gov>> wrote:

Finally, open Preferences, Settings, Selection. Is the option “Click drag 
select” on? If so turn it off and try that.





Re: OT Maya: (Please god tell me i'm not alone with this)

2016-01-19 Thread Martin Yara
I'm a stupid, I had tweak mode on.

Still that's another annoying thing though. I don't want tweak to move my
objects just like Softimage's M key.
I guess I'll have to live with that or maybe write an event script.

Thanks

Martin

On Tue, Jan 19, 2016 at 11:11 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES II]
 wrote:

> “Click drag select” permits you to immediately select and move an object
> in one motion. Useful if say you have hundreds of objects and you want to
> select them one at a time and quickly snap them to existing objects such as
> locators or nulls. So it works really well in conjunction with the snap
> tools for example.
>
>
>
> If “click drag select” is off the behavior is supposed to select the
> object if you click on something and then end the transaction on release.
> If you click and then drag it creates a marquee upon drag for
> multi-selection and is supposed to end the marquee transaction upon release.
>
>
>
> If you are saying that it is still behaving like “click drag select” with
> it turned off, moving the object and never creating the marquee for
> multi-selection, then something doesn’t sound right.
>
>
>
> What version of Maya are you using?
>
>
>
> --
>
> Joey Ponthieux
>
> LaRC Information Technology Enhanced Services (LITES II)
>
> Science Systems and Applications Inc. (SSAI)
>
> NASA Langley Research Center
>
> __
>
> Opinions stated here-in are strictly those of the author and do not
>
> represent the opinions of NASA or any other party.
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Martin Yara
> *Sent:* Tuesday, January 19, 2016 8:55 AM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: OT Maya: (Please god tell me i'm not alone with this)
>
>
>
> Err nope, it didn't work... I knew I've tried that before.
>
>
>
> That option only worked when I'm using wireframe and try to select a
> polymesh and don't click on any wireframe.
>
> In shaded mode it still moves my objects if I do a drag.
>
>
>
> This behavior occurs with mouse or pen tablet, the only difference is that
> with a pen it is more common to do a long click (drag) without noticing.
>
>
>
> Martin
>
>
>
>
>
> On Tue, Jan 19, 2016 at 10:48 PM, Martin Yara  wrote:
>
> Wow Thanks! That worked for me!
>
>
>
> The solution was right in front of my eyes...
>
>
>
> Martin
>
>
>
>
>
> On Tue, Jan 19, 2016 at 10:43 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES
> II]  wrote:
>
>
>
> Finally, open Preferences, Settings, Selection. Is the option “Click drag
> select” on? If so turn it off and try that.
>
>
>
>
>


RE: OT Maya: (Please god tell me i'm not alone with this)

2016-01-19 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
“Click drag select” permits you to immediately select and move an object in one 
motion. Useful if say you have hundreds of objects and you want to select them 
one at a time and quickly snap them to existing objects such as locators or 
nulls. So it works really well in conjunction with the snap tools for example.

If “click drag select” is off the behavior is supposed to select the object if 
you click on something and then end the transaction on release. If you click 
and then drag it creates a marquee upon drag for multi-selection and is 
supposed to end the marquee transaction upon release.

If you are saying that it is still behaving like “click drag select” with it 
turned off, moving the object and never creating the marquee for 
multi-selection, then something doesn’t sound right.

What version of Maya are you using?

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES II)
Science Systems and Applications Inc. (SSAI)
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Martin Yara
Sent: Tuesday, January 19, 2016 8:55 AM
To: softimage@listproc.autodesk.com
Subject: Re: OT Maya: (Please god tell me i'm not alone with this)

Err nope, it didn't work... I knew I've tried that before.

That option only worked when I'm using wireframe and try to select a polymesh 
and don't click on any wireframe.
In shaded mode it still moves my objects if I do a drag.

This behavior occurs with mouse or pen tablet, the only difference is that with 
a pen it is more common to do a long click (drag) without noticing.

Martin


On Tue, Jan 19, 2016 at 10:48 PM, Martin Yara 
mailto:furik...@gmail.com>> wrote:
Wow Thanks! That worked for me!

The solution was right in front of my eyes...

Martin


On Tue, Jan 19, 2016 at 10:43 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES II] 
mailto:j.ponthi...@nasa.gov>> wrote:

Finally, open Preferences, Settings, Selection. Is the option “Click drag 
select” on? If so turn it off and try that.




Re: OT Maya: (Please god tell me i'm not alone with this)

2016-01-19 Thread Martin Yara
Err nope, it didn't work... I knew I've tried that before.

That option only worked when I'm using wireframe and try to select a
polymesh and don't click on any wireframe.
In shaded mode it still moves my objects if I do a drag.

This behavior occurs with mouse or pen tablet, the only difference is that
with a pen it is more common to do a long click (drag) without noticing.

Martin


On Tue, Jan 19, 2016 at 10:48 PM, Martin Yara  wrote:

> Wow Thanks! That worked for me!
>
> The solution was right in front of my eyes...
>
> Martin
>
>
> On Tue, Jan 19, 2016 at 10:43 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES
> II]  wrote:
>
>>
>>
>> Finally, open Preferences, Settings, Selection. Is the option “Click drag
>> select” on? If so turn it off and try that.
>>
>>
>>


Re: OT Maya: (Please god tell me i'm not alone with this)

2016-01-19 Thread Martin Yara
Wow Thanks! That worked for me!

The solution was right in front of my eyes...

Martin


On Tue, Jan 19, 2016 at 10:43 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES II]
 wrote:

>
>
> Finally, open Preferences, Settings, Selection. Is the option “Click drag
> select” on? If so turn it off and try that.
>
>
>


RE: OT Maya: (Please god tell me i'm not alone with this)

2016-01-19 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
So this only happens when you are using pen tablet with a stylus? Is there a 
particular brand and model?

Also, does it do this in a new scene with basic primitives?

Finally, open Preferences, Settings, Selection. Is the option “Click drag 
select” on? If so turn it off and try that.

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES II)
Science Systems and Applications Inc. (SSAI)
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Martin Yara
Sent: Tuesday, January 19, 2016 2:14 AM
To: softimage@listproc.autodesk.com
Subject: Re: OT Maya: (Please god tell me i'm not alone with this)

AFAIK those options are to change the selection range, like a bounding box.

The problem here is that when you click select with move tool (translate tool) 
and don't do it with a perfect single click, but drag it just a little, you'll 
end up moving your object. This is specially annoying when using a pen tablet.

Never found a solution for this. I've just got used to change to selection tool 
or drag-select like rectangle selection all the time.

Martin


On Tue, Jan 19, 2016 at 2:18 PM, Gerbrand Nel 
mailto:nagv...@gmail.com>> wrote:
Wow.. If this is the solution, I'm glad I never found it.
This was one of the many things that drove me insane enough to try houdini.
My life is s much better now :)
Lets hope it makes your life more bearable.
G
On 19/01/2016 00:23, Sebastien Sterling wrote:
Here is hoping it is that, will check.
why set to that as default :P
Thanks so much everyone !

On 18 January 2016 at 22:11, Eric Turman 
mailto:i.anima...@gmail.com>> wrote:
I have
Click box size: 4
Select dead space: 4
Tweak dead space: 120

On Mon, Jan 18, 2016 at 2:34 PM, Sebastien Sterling 
mailto:sebastien.sterl...@gmail.com>> wrote:

Click box size: 30
Select dead space: 30
Tweak dead space: 120
Are these settings higher than average for other people?

Also there is an auto select asset tick box ...



--




-=T=-





Re: Redshift users?

2016-01-19 Thread Dan Yargici
I think you meant 1 frame per GPU.  Yes, Deadline supports this, and RR
also I believe.

DAN

On Tue, Jan 19, 2016 at 12:40 PM, Artur Woźniak 
wrote:

> Thanks,
>
> I read Deadline can assign 2 gpu's per frame in redshift.
> Is this correct?
>
> 2016-01-19 13:34 GMT+01:00 Gerbrand Nel :
>
>> Are you using blender only, or other apps with blender?
>> I ask because I'm always looking for ways to get my work into blender, to
>> use cycles as my main render.
>> At the moment I use mdd cache for animation with no topology change, and
>> a script called meshfoot for things like liquids or other changing topology
>> geo.
>> Cameras are also a real pain, but I have a workaround for that from
>> houdini.
>> particles and volumes I still render in mantra.
>> Cant wait for blender to get alembic and openVDB
>> G
>>
>>
>> On 19/01/2016 14:13, Doeke Wartena wrote:
>>
>> I switched to blender cause I like to complicate my life...
>> So no redshift anymore which I really regret. I hope they will add
>> Blender support some day but as the developers said, they are small on
>> resources...
>>
>> 2016-01-19 10:25 GMT+01:00 Mirko Jankovic :
>>
>>> It mostly come down to this... if frame is rather fast to render go with
>>> 1` GPU per frame, if it takes a bit longer 2 per frame is sweet spot. Makes
>>> not much sense to go over 2GPU per frame due to scaling.
>>> 2 cards is almost 2x speed
>>> 3 cards ~2.4x
>>> 4 cards ~2.9x
>>> If I recall some of the measuring we took.
>>> But still 4 GPU per render node is good combo, less space taken, less
>>> licences cost, less strain on network etc...
>>>
>>> On Tue, Jan 19, 2016 at 9:52 AM, Matt Morris < 
>>> matt...@gmail.com> wrote:
>>>
 When I was at A Large Evil Corporation we replaced around 40 cpu nodes
 with 8 dual gpu nodes. With 2 cards the scaling is pretty good (around
 1.85x). With 3 or 4 cards it would definitely be worth doing one frame per
 gpu.

 On 19 January 2016 at 00:39, Artur Woźniak < 
 artur.w...@gmail.com> wrote:

> SO the question.
> How do you setup your farm. Which is better? Multiple cards per frame
> or a card per frame?
>
> Artur
>
> 2016-01-19 0:50 GMT+01:00 Tim Crowson <
> tim.crow...@magneticdreams.com>:
>
>> We're use a 'garden' really... about a dozen dedicated machines, most
>> with 2xTitanX cards, and we have some workstations that can kick in if
>> needed. You can get through a lot with far less than before. And if you
>> need to upgrade, just pop in a different card. We went from dual 770s to
>> dual TitanXs with zero hassle and the performance improvement was as
>> expected: awesome.
>>
>> -Tim
>>
>>
>>
>>
>> On 1/17/2016 11:38 AM, Graham Bell wrote:
>>
>> I'd really like us to look at Redshift but too embedded with Vray.
>> Keeping an eye on the possible Max integration as that could turn heads.
>> How big a farm are people using for Redshift, because we do a lot of
>> rendering.
>> On Fri, 15 Jan 2016 at 16:57, balazs kiss < 
>> fospu...@gmail.com> wrote:
>>
>>> Hi Morten,
>>>
>>> we're also on redshift here, and I've made another small studio to
>>> switch too ( by showing a few frames and the corresponding render times 
>>> )..
>>> great stuff :)
>>>
>>> On Fri, Jan 15, 2016 at 2:54 AM, Kris Rivel < 
>>> krisri...@gmail.com> wrote:
>>>
 Loove RS! Switched over after briefly playing with Vray and
 never looked back. It has been amazing so far.

 Kris

 On Fri, Jan 8, 2016 at 8:11 AM, Ognjen Vukovic <
 ognj...@gmail.com> wrote:

> I thought they mentioned having rendermaps in soft actually
> working partially, they were just looking for a method on how to 
> implement
> it across the board.
> I could be completely wrong though. Either way i would like  the
> volumes more :), sorry baking guys.
>
> On Fri, Jan 8, 2016 at 12:13 PM, Matt Morris < 
> matt...@gmail.com> wrote:
>
>> I'd say the timescale for rendermapping/baking will be months
>> rather than weeks - seems like complex volume rendering will come 
>> before
>> baking.
>>
>> On 8 January 2016 at 09:28, Ognjen Vukovic < 
>> ognj...@gmail.com> wrote:
>>
>>> It wasn't supported up till now, I think they will be
>>> introducing it in the coming weeks.
>>>
>>> On Fri, Jan 8, 2016 at 9:18 AM, James De Colling <
>>> james.decoll...@gmail.com> wrote:
>>>
 sorry for the potentially silly question, but how is redshift
 with Rendermap? we use it extensively with MR, and would need 
 redshift to
 have the same capability

 James,

 On Fri, Jan 8, 2016 at 8:01 P

Re: Redshift users?

2016-01-19 Thread Artur Woźniak
Thanks,

I read Deadline can assign 2 gpu's per frame in redshift.
Is this correct?

2016-01-19 13:34 GMT+01:00 Gerbrand Nel :

> Are you using blender only, or other apps with blender?
> I ask because I'm always looking for ways to get my work into blender, to
> use cycles as my main render.
> At the moment I use mdd cache for animation with no topology change, and a
> script called meshfoot for things like liquids or other changing topology
> geo.
> Cameras are also a real pain, but I have a workaround for that from
> houdini.
> particles and volumes I still render in mantra.
> Cant wait for blender to get alembic and openVDB
> G
>
>
> On 19/01/2016 14:13, Doeke Wartena wrote:
>
> I switched to blender cause I like to complicate my life...
> So no redshift anymore which I really regret. I hope they will add Blender
> support some day but as the developers said, they are small on resources...
>
> 2016-01-19 10:25 GMT+01:00 Mirko Jankovic :
>
>> It mostly come down to this... if frame is rather fast to render go with
>> 1` GPU per frame, if it takes a bit longer 2 per frame is sweet spot. Makes
>> not much sense to go over 2GPU per frame due to scaling.
>> 2 cards is almost 2x speed
>> 3 cards ~2.4x
>> 4 cards ~2.9x
>> If I recall some of the measuring we took.
>> But still 4 GPU per render node is good combo, less space taken, less
>> licences cost, less strain on network etc...
>>
>> On Tue, Jan 19, 2016 at 9:52 AM, Matt Morris < 
>> matt...@gmail.com> wrote:
>>
>>> When I was at A Large Evil Corporation we replaced around 40 cpu nodes
>>> with 8 dual gpu nodes. With 2 cards the scaling is pretty good (around
>>> 1.85x). With 3 or 4 cards it would definitely be worth doing one frame per
>>> gpu.
>>>
>>> On 19 January 2016 at 00:39, Artur Woźniak < 
>>> artur.w...@gmail.com> wrote:
>>>
 SO the question.
 How do you setup your farm. Which is better? Multiple cards per frame
 or a card per frame?

 Artur

 2016-01-19 0:50 GMT+01:00 Tim Crowson <
 tim.crow...@magneticdreams.com>:

> We're use a 'garden' really... about a dozen dedicated machines, most
> with 2xTitanX cards, and we have some workstations that can kick in if
> needed. You can get through a lot with far less than before. And if you
> need to upgrade, just pop in a different card. We went from dual 770s to
> dual TitanXs with zero hassle and the performance improvement was as
> expected: awesome.
>
> -Tim
>
>
>
>
> On 1/17/2016 11:38 AM, Graham Bell wrote:
>
> I'd really like us to look at Redshift but too embedded with Vray.
> Keeping an eye on the possible Max integration as that could turn heads.
> How big a farm are people using for Redshift, because we do a lot of
> rendering.
> On Fri, 15 Jan 2016 at 16:57, balazs kiss < 
> fospu...@gmail.com> wrote:
>
>> Hi Morten,
>>
>> we're also on redshift here, and I've made another small studio to
>> switch too ( by showing a few frames and the corresponding render times 
>> )..
>> great stuff :)
>>
>> On Fri, Jan 15, 2016 at 2:54 AM, Kris Rivel < 
>> krisri...@gmail.com> wrote:
>>
>>> Loove RS! Switched over after briefly playing with Vray and
>>> never looked back. It has been amazing so far.
>>>
>>> Kris
>>>
>>> On Fri, Jan 8, 2016 at 8:11 AM, Ognjen Vukovic < 
>>> ognj...@gmail.com> wrote:
>>>
 I thought they mentioned having rendermaps in soft actually working
 partially, they were just looking for a method on how to implement it
 across the board.
 I could be completely wrong though. Either way i would like  the
 volumes more :), sorry baking guys.

 On Fri, Jan 8, 2016 at 12:13 PM, Matt Morris < 
 matt...@gmail.com> wrote:

> I'd say the timescale for rendermapping/baking will be months
> rather than weeks - seems like complex volume rendering will come 
> before
> baking.
>
> On 8 January 2016 at 09:28, Ognjen Vukovic < 
> ognj...@gmail.com> wrote:
>
>> It wasn't supported up till now, I think they will be introducing
>> it in the coming weeks.
>>
>> On Fri, Jan 8, 2016 at 9:18 AM, James De Colling <
>> james.decoll...@gmail.com> wrote:
>>
>>> sorry for the potentially silly question, but how is redshift
>>> with Rendermap? we use it extensively with MR, and would need 
>>> redshift to
>>> have the same capability
>>>
>>> James,
>>>
>>> On Fri, Jan 8, 2016 at 8:01 PM, Morten Bartholdy <
>>> x...@colorshopvfx.dk> wrote:
>>>
 Wow, it is quite impressive what an impact Redshift has made
 already.



 I have done a fair amount of testing with Redshift too and find
>

Re: Redshift users?

2016-01-19 Thread Gerbrand Nel

Are you using blender only, or other apps with blender?
I ask because I'm always looking for ways to get my work into blender, 
to use cycles as my main render.
At the moment I use mdd cache for animation with no topology change, and 
a script called meshfoot for things like liquids or other changing 
topology geo.

Cameras are also a real pain, but I have a workaround for that from houdini.
particles and volumes I still render in mantra.
Cant wait for blender to get alembic and openVDB
G

On 19/01/2016 14:13, Doeke Wartena wrote:

I switched to blender cause I like to complicate my life...
So no redshift anymore which I really regret. I hope they will add 
Blender support some day but as the developers said, they are small on 
resources...


2016-01-19 10:25 GMT+01:00 Mirko Jankovic >:


It mostly come down to this... if frame is rather fast to render
go with 1` GPU per frame, if it takes a bit longer 2 per frame is
sweet spot. Makes not much sense to go over 2GPU per frame due to
scaling.
2 cards is almost 2x speed
3 cards ~2.4x
4 cards ~2.9x
If I recall some of the measuring we took.
But still 4 GPU per render node is good combo, less space taken,
less licences cost, less strain on network etc...

On Tue, Jan 19, 2016 at 9:52 AM, Matt Morris mailto:matt...@gmail.com>> wrote:

When I was at A Large Evil Corporation we replaced around 40
cpu nodes with 8 dual gpu nodes. With 2 cards the scaling is
pretty good (around 1.85x). With 3 or 4 cards it would
definitely be worth doing one frame per gpu.

On 19 January 2016 at 00:39, Artur Woźniak
mailto:artur.w...@gmail.com>> wrote:

SO the question.
How do you setup your farm. Which is better? Multiple
cards per frame or a card per frame?

Artur

2016-01-19 0:50 GMT+01:00 Tim Crowson
mailto:tim.crow...@magneticdreams.com>>:

We're use a 'garden' really... about a dozen dedicated
machines, most with 2xTitanX cards, and we have some
workstations that can kick in if needed. You can get
through a lot with far less than before. And if you
need to upgrade, just pop in a different card. We went
from dual 770s to dual TitanXs with zero hassle and
the performance improvement was as expected: awesome.

-Tim




On 1/17/2016 11:38 AM, Graham Bell wrote:

I'd really like us to look at Redshift but too
embedded with Vray. Keeping an eye on the possible
Max integration as that could turn heads.
How big a farm are people using for Redshift, because
we do a lot of rendering.
On Fri, 15 Jan 2016 at 16:57, balazs kiss
mailto:fospu...@gmail.com>> wrote:

Hi Morten,

we're also on redshift here, and I've made
another small studio to switch too ( by showing a
few frames and the corresponding render times )..
great stuff :)

On Fri, Jan 15, 2016 at 2:54 AM, Kris Rivel
mailto:krisri...@gmail.com>> wrote:

Loove RS! Switched over after briefly
playing with Vray and never looked back. It
has been amazing so far.

Kris

On Fri, Jan 8, 2016 at 8:11 AM, Ognjen
Vukovic mailto:ognj...@gmail.com>> wrote:

I thought they mentioned having
rendermaps in soft actually working
partially, they were just looking for a
method on how to implement it across the
board.
I could be completely wrong though.
Either way i would like  the volumes more
:), sorry baking guys.

On Fri, Jan 8, 2016 at 12:13 PM, Matt
Morris mailto:matt...@gmail.com>> wrote:

I'd say the timescale for
rendermapping/baking will be months
rather than weeks - seems like
complex volume rendering will come
before baking.

On 8 January 2016 at 09:28, Ognjen
Vukovic mailto:ognj...@gmail.com>> wrote:

It wasn't supported up till now,
I think they will be introducing
it in the coming weeks.


Re: Redshift users?

2016-01-19 Thread Doeke Wartena
I switched to blender cause I like to complicate my life...
So no redshift anymore which I really regret. I hope they will add Blender
support some day but as the developers said, they are small on resources...

2016-01-19 10:25 GMT+01:00 Mirko Jankovic :

> It mostly come down to this... if frame is rather fast to render go with
> 1` GPU per frame, if it takes a bit longer 2 per frame is sweet spot. Makes
> not much sense to go over 2GPU per frame due to scaling.
> 2 cards is almost 2x speed
> 3 cards ~2.4x
> 4 cards ~2.9x
> If I recall some of the measuring we took.
> But still 4 GPU per render node is good combo, less space taken, less
> licences cost, less strain on network etc...
>
> On Tue, Jan 19, 2016 at 9:52 AM, Matt Morris  wrote:
>
>> When I was at A Large Evil Corporation we replaced around 40 cpu nodes
>> with 8 dual gpu nodes. With 2 cards the scaling is pretty good (around
>> 1.85x). With 3 or 4 cards it would definitely be worth doing one frame per
>> gpu.
>>
>> On 19 January 2016 at 00:39, Artur Woźniak  wrote:
>>
>>> SO the question.
>>> How do you setup your farm. Which is better? Multiple cards per frame or
>>> a card per frame?
>>>
>>> Artur
>>>
>>> 2016-01-19 0:50 GMT+01:00 Tim Crowson :
>>>
 We're use a 'garden' really... about a dozen dedicated machines, most
 with 2xTitanX cards, and we have some workstations that can kick in if
 needed. You can get through a lot with far less than before. And if you
 need to upgrade, just pop in a different card. We went from dual 770s to
 dual TitanXs with zero hassle and the performance improvement was as
 expected: awesome.

 -Tim




 On 1/17/2016 11:38 AM, Graham Bell wrote:

 I'd really like us to look at Redshift but too embedded with Vray.
 Keeping an eye on the possible Max integration as that could turn heads.
 How big a farm are people using for Redshift, because we do a lot of
 rendering.
 On Fri, 15 Jan 2016 at 16:57, balazs kiss < 
 fospu...@gmail.com> wrote:

> Hi Morten,
>
> we're also on redshift here, and I've made another small studio to
> switch too ( by showing a few frames and the corresponding render times 
> )..
> great stuff :)
>
> On Fri, Jan 15, 2016 at 2:54 AM, Kris Rivel 
> wrote:
>
>> Loove RS! Switched over after briefly playing with Vray and never
>> looked back. It has been amazing so far.
>>
>> Kris
>>
>> On Fri, Jan 8, 2016 at 8:11 AM, Ognjen Vukovic < 
>> ognj...@gmail.com> wrote:
>>
>>> I thought they mentioned having rendermaps in soft actually working
>>> partially, they were just looking for a method on how to implement it
>>> across the board.
>>> I could be completely wrong though. Either way i would like  the
>>> volumes more :), sorry baking guys.
>>>
>>> On Fri, Jan 8, 2016 at 12:13 PM, Matt Morris < 
>>> matt...@gmail.com> wrote:
>>>
 I'd say the timescale for rendermapping/baking will be months
 rather than weeks - seems like complex volume rendering will come 
 before
 baking.

 On 8 January 2016 at 09:28, Ognjen Vukovic < 
 ognj...@gmail.com> wrote:

> It wasn't supported up till now, I think they will be introducing
> it in the coming weeks.
>
> On Fri, Jan 8, 2016 at 9:18 AM, James De Colling <
> james.decoll...@gmail.com> wrote:
>
>> sorry for the potentially silly question, but how is redshift
>> with Rendermap? we use it extensively with MR, and would need 
>> redshift to
>> have the same capability
>>
>> James,
>>
>> On Fri, Jan 8, 2016 at 8:01 PM, Morten Bartholdy <
>> x...@colorshopvfx.dk> wrote:
>>
>>> Wow, it is quite impressive what an impact Redshift has made
>>> already.
>>>
>>>
>>>
>>> I have done a fair amount of testing with Redshift too and find
>>> on average scenes to be 5-10 times faster than Arnold with 
>>> comparable
>>> quality, plus a number of things are simpler to set up the way you 
>>> want it,
>>> in part because of the rapid feedback in the renderregion. I have 
>>> yet to
>>> test it on really complex scenes, so that will be the next thing to 
>>> check.
>>> I agree on a lack of shader support in certain parts, especially 
>>> compared
>>> to Arnold/Sitoa, so it is reassuring that Burtnyk and Co are so 
>>> responsive
>>> :)
>>>
>>>
>>>
>>> We will likely also incorporate it to some extent when it
>>> supports vdb and volumetric rendering and see where it takes us.
>>>
>>>
>>>
>>>
>>>
>>> Morten
>>>
>>>
>>>
>>>
>

Re: Redshift users?

2016-01-19 Thread Mirko Jankovic
It mostly come down to this... if frame is rather fast to render go with 1`
GPU per frame, if it takes a bit longer 2 per frame is sweet spot. Makes
not much sense to go over 2GPU per frame due to scaling.
2 cards is almost 2x speed
3 cards ~2.4x
4 cards ~2.9x
If I recall some of the measuring we took.
But still 4 GPU per render node is good combo, less space taken, less
licences cost, less strain on network etc...

On Tue, Jan 19, 2016 at 9:52 AM, Matt Morris  wrote:

> When I was at A Large Evil Corporation we replaced around 40 cpu nodes
> with 8 dual gpu nodes. With 2 cards the scaling is pretty good (around
> 1.85x). With 3 or 4 cards it would definitely be worth doing one frame per
> gpu.
>
> On 19 January 2016 at 00:39, Artur Woźniak  wrote:
>
>> SO the question.
>> How do you setup your farm. Which is better? Multiple cards per frame or
>> a card per frame?
>>
>> Artur
>>
>> 2016-01-19 0:50 GMT+01:00 Tim Crowson :
>>
>>> We're use a 'garden' really... about a dozen dedicated machines, most
>>> with 2xTitanX cards, and we have some workstations that can kick in if
>>> needed. You can get through a lot with far less than before. And if you
>>> need to upgrade, just pop in a different card. We went from dual 770s to
>>> dual TitanXs with zero hassle and the performance improvement was as
>>> expected: awesome.
>>>
>>> -Tim
>>>
>>>
>>>
>>>
>>> On 1/17/2016 11:38 AM, Graham Bell wrote:
>>>
>>> I'd really like us to look at Redshift but too embedded with Vray.
>>> Keeping an eye on the possible Max integration as that could turn heads.
>>> How big a farm are people using for Redshift, because we do a lot of
>>> rendering.
>>> On Fri, 15 Jan 2016 at 16:57, balazs kiss < 
>>> fospu...@gmail.com> wrote:
>>>
 Hi Morten,

 we're also on redshift here, and I've made another small studio to
 switch too ( by showing a few frames and the corresponding render times )..
 great stuff :)

 On Fri, Jan 15, 2016 at 2:54 AM, Kris Rivel 
 wrote:

> Loove RS! Switched over after briefly playing with Vray and never
> looked back. It has been amazing so far.
>
> Kris
>
> On Fri, Jan 8, 2016 at 8:11 AM, Ognjen Vukovic < 
> ognj...@gmail.com> wrote:
>
>> I thought they mentioned having rendermaps in soft actually working
>> partially, they were just looking for a method on how to implement it
>> across the board.
>> I could be completely wrong though. Either way i would like  the
>> volumes more :), sorry baking guys.
>>
>> On Fri, Jan 8, 2016 at 12:13 PM, Matt Morris < 
>> matt...@gmail.com> wrote:
>>
>>> I'd say the timescale for rendermapping/baking will be months rather
>>> than weeks - seems like complex volume rendering will come before 
>>> baking.
>>>
>>> On 8 January 2016 at 09:28, Ognjen Vukovic < 
>>> ognj...@gmail.com> wrote:
>>>
 It wasn't supported up till now, I think they will be introducing
 it in the coming weeks.

 On Fri, Jan 8, 2016 at 9:18 AM, James De Colling <
 james.decoll...@gmail.com> wrote:

> sorry for the potentially silly question, but how is redshift with
> Rendermap? we use it extensively with MR, and would need redshift to 
> have
> the same capability
>
> James,
>
> On Fri, Jan 8, 2016 at 8:01 PM, Morten Bartholdy <
> x...@colorshopvfx.dk> wrote:
>
>> Wow, it is quite impressive what an impact Redshift has made
>> already.
>>
>>
>>
>> I have done a fair amount of testing with Redshift too and find
>> on average scenes to be 5-10 times faster than Arnold with comparable
>> quality, plus a number of things are simpler to set up the way you 
>> want it,
>> in part because of the rapid feedback in the renderregion. I have 
>> yet to
>> test it on really complex scenes, so that will be the next thing to 
>> check.
>> I agree on a lack of shader support in certain parts, especially 
>> compared
>> to Arnold/Sitoa, so it is reassuring that Burtnyk and Co are so 
>> responsive
>> :)
>>
>>
>>
>> We will likely also incorporate it to some extent when it
>> supports vdb and volumetric rendering and see where it takes us.
>>
>>
>>
>>
>>
>> Morten
>>
>>
>>
>>
>>
>>
>> Den 5. januar 2016 kl. 19:50 skrev "Emilio Hernández" <
>> emi...@e-roja.com>:
>>
>> Softimage and Redshift.Best marriage ever!
>>
>>
>>
>> I have 4 licenses.
>>
>>
>>
>>
>
>

>>>
>>>
>>> --
>>> www.matinai.com
>>>
>>
>>
>

>>> --
>>>
>>>
>>>
>>>
>>>

Re: Redshift users?

2016-01-19 Thread Matt Morris
When I was at A Large Evil Corporation we replaced around 40 cpu nodes with
8 dual gpu nodes. With 2 cards the scaling is pretty good (around 1.85x).
With 3 or 4 cards it would definitely be worth doing one frame per gpu.

On 19 January 2016 at 00:39, Artur Woźniak  wrote:

> SO the question.
> How do you setup your farm. Which is better? Multiple cards per frame or a
> card per frame?
>
> Artur
>
> 2016-01-19 0:50 GMT+01:00 Tim Crowson :
>
>> We're use a 'garden' really... about a dozen dedicated machines, most
>> with 2xTitanX cards, and we have some workstations that can kick in if
>> needed. You can get through a lot with far less than before. And if you
>> need to upgrade, just pop in a different card. We went from dual 770s to
>> dual TitanXs with zero hassle and the performance improvement was as
>> expected: awesome.
>>
>> -Tim
>>
>>
>>
>>
>> On 1/17/2016 11:38 AM, Graham Bell wrote:
>>
>> I'd really like us to look at Redshift but too embedded with Vray.
>> Keeping an eye on the possible Max integration as that could turn heads.
>> How big a farm are people using for Redshift, because we do a lot of
>> rendering.
>> On Fri, 15 Jan 2016 at 16:57, balazs kiss < 
>> fospu...@gmail.com> wrote:
>>
>>> Hi Morten,
>>>
>>> we're also on redshift here, and I've made another small studio to
>>> switch too ( by showing a few frames and the corresponding render times )..
>>> great stuff :)
>>>
>>> On Fri, Jan 15, 2016 at 2:54 AM, Kris Rivel  wrote:
>>>
 Loove RS! Switched over after briefly playing with Vray and never
 looked back. It has been amazing so far.

 Kris

 On Fri, Jan 8, 2016 at 8:11 AM, Ognjen Vukovic < 
 ognj...@gmail.com> wrote:

> I thought they mentioned having rendermaps in soft actually working
> partially, they were just looking for a method on how to implement it
> across the board.
> I could be completely wrong though. Either way i would like  the
> volumes more :), sorry baking guys.
>
> On Fri, Jan 8, 2016 at 12:13 PM, Matt Morris < 
> matt...@gmail.com> wrote:
>
>> I'd say the timescale for rendermapping/baking will be months rather
>> than weeks - seems like complex volume rendering will come before baking.
>>
>> On 8 January 2016 at 09:28, Ognjen Vukovic < 
>> ognj...@gmail.com> wrote:
>>
>>> It wasn't supported up till now, I think they will be introducing it
>>> in the coming weeks.
>>>
>>> On Fri, Jan 8, 2016 at 9:18 AM, James De Colling <
>>> james.decoll...@gmail.com> wrote:
>>>
 sorry for the potentially silly question, but how is redshift with
 Rendermap? we use it extensively with MR, and would need redshift to 
 have
 the same capability

 James,

 On Fri, Jan 8, 2016 at 8:01 PM, Morten Bartholdy <
 x...@colorshopvfx.dk> wrote:

> Wow, it is quite impressive what an impact Redshift has made
> already.
>
>
>
> I have done a fair amount of testing with Redshift too and find on
> average scenes to be 5-10 times faster than Arnold with comparable 
> quality,
> plus a number of things are simpler to set up the way you want it, in 
> part
> because of the rapid feedback in the renderregion. I have yet to test 
> it on
> really complex scenes, so that will be the next thing to check. I 
> agree on
> a lack of shader support in certain parts, especially compared to
> Arnold/Sitoa, so it is reassuring that Burtnyk and Co are so 
> responsive :)
>
>
>
> We will likely also incorporate it to some extent when it supports
> vdb and volumetric rendering and see where it takes us.
>
>
>
>
>
> Morten
>
>
>
>
>
>
> Den 5. januar 2016 kl. 19:50 skrev "Emilio Hernández" <
> emi...@e-roja.com>:
>
> Softimage and Redshift.Best marriage ever!
>
>
>
> I have 4 licenses.
>
>
>
>


>>>
>>
>>
>> --
>> www.matinai.com
>>
>
>

>>>
>> --
>>
>>
>>
>>
>> *Tim Crowson **Lead CG Artist*
>>
>>
>> *Magnetic Dreams, Inc. *2525 Lebanon Pike, Bldg C, Suite 101, Nashville,
>> TN 37214
>> *Ph*  615.885.6801 | *Fax*  615.889.4768 | www.magneticdreams.com
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>>
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>> made which are clearly the sender's own and not ex

Re: OT Maya: (Please god tell me i'm not alone with this)

2016-01-19 Thread Sebastien Sterling
I have to admit i have not yet had time to put it into practice, have been
stuck in another app for a job, for the past 28h'

I hope it is the solution.

"The problem here is that when you click select with move tool (translate
tool) and don't do it with a perfect single click, but drag it just a
little, you'll end up moving your object. This is specially annoying when
using a pen tablet."

Yes Martin ! that is exactly it, it is really difficult to put into words,
cheers :)

Thx Gerbrand, here is hoping.

On 19 January 2016 at 07:13, Martin Yara  wrote:

> AFAIK those options are to change the selection range, like a bounding box.
>
> The problem here is that when you click select with move tool (translate
> tool) and don't do it with a perfect single click, but drag it just a
> little, you'll end up moving your object. This is specially annoying when
> using a pen tablet.
>
> Never found a solution for this. I've just got used to change to selection
> tool or drag-select like rectangle selection all the time.
>
> Martin
>
>
> On Tue, Jan 19, 2016 at 2:18 PM, Gerbrand Nel  wrote:
>
>> Wow.. If this is the solution, I'm glad I never found it.
>> This was one of the many things that drove me insane enough to try
>> houdini.
>> My life is s much better now :)
>> Lets hope it makes your life more bearable.
>> G
>> On 19/01/2016 00:23, Sebastien Sterling wrote:
>>
>> Here is hoping it is that, will check.
>>
>> why set to that as default :P
>>
>> Thanks so much everyone !
>>
>> On 18 January 2016 at 22:11, Eric Turman  wrote:
>>
>>> I have
>>> Click box size: 4
>>> Select dead space: 4
>>> Tweak dead space: 120
>>>
>>> On Mon, Jan 18, 2016 at 2:34 PM, Sebastien Sterling <
>>> sebastien.sterl...@gmail.com> wrote:
>>>
 Click box size: 30
 Select dead space: 30
 Tweak dead space: 120
 Are these settings higher than average for other people?

 Also there is an auto select asset tick box ...

>>>
>>>
>>>
>>> --
>>>
>>>
>>>
>>>
>>> -=T=-
>>>
>>
>>
>>
>