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Build Your Own Render Farm

Another installment of Tom's Hardware's how-to articles has a look at what it might take to build your own render farm. The article looks at everything from top-to-bottom roll-your-owns to buying things pre-built and the pricing insanity that goes along with it. "If you are working as a freelance artist in the above-mentioned media, toying with the idea, or doing so as a hobbyist, then building even a small farm will greatly increase your productivity compared to working on a single workstation. Studios can even use this piece as a reference for building new render farms, as we're going to address scaling, power, and cooling issues. If you're looking at buying a new machine and are thinking of spending big bucks to get a bleeding-edge system, you might want to step back and consider whether it would be more effective to buy the latest and greatest workstation or to spend less by investing in a few additional systems to be used as dedicated render nodes."

114 comments

  1. How to Jump Your Own Shark! by eldavojohn · · Score: 5, Funny
    Considering this article and the last one from Tom's Hardware, I cannot wait for the next Tom's Hardware articles:

    Build Your Own Annoyingly Segmented 10 Page Article!

    How to Run Out of Practical DIY Ideas!

    Host Your Own Ads for Under $1000!

    Turn 50% of Your Site into Flash Ads in One Day!

    How to Fake Content!

    Embedding Popup Ads the Automated Way!

    Going from Pioneer to Slowly Losing Relevance in 10 Easy Steps!

    Earn Pennies a Day By Inconveniencing Your users!

    R.I.P. Tom's Hardware.

    --
    My work here is dung.
    1. Re:How to Jump Your Own Shark! by Saint+Stephen · · Score: 1

      I use AdBlock and mostly just look at the Articles section, it's still mostly the same old Tom's we remember.

      I think there just aren't that many articles about cards coming out lately, and they have to do something to fill the time. I still like it okay (with adblock).

    2. Re:How to Jump Your Own Shark! by jedidiah · · Score: 2, Informative

      Both the last "bad idea" and this one really doesn't seem that far removed
      form a lot of MythTV setups me and some of the users have. MythTV supports
      a nice little cluster/farm setup where work can be shoved out to other
      machines that are part of Myth. I have 3 frontend boxes, 2 backend boxes
      and another desktop machine that can all share video processing duties.

      Large disk arrays are not terribly unusual either.

      --
      A Pirate and a Puritan look the same on a balance sheet.
    3. Re:How to Jump Your Own Shark! by Hurricane78 · · Score: 2

      By the way: Does anyone know a replacement? Something with complete comparison charts on graphics cards, CPUs, etc. Something serious that is not bought by the hardware companies.

      --
      Any sufficiently advanced intelligence is indistinguishable from stupidity.
    4. Re:How to Jump Your Own Shark! by crazipper · · Score: 1

      I'd be happy to field any questions about anything we do editorially. No, Navid, none of our writers are "bought out" by anyone.
      Chris
      Managing Editor, Tom's Hardware

    5. Re:How to Jump Your Own Shark! by anonymous+donor · · Score: 2, Informative

      Firefox + AutoPager + Adblock Plus + NoScript + Stylish and problem's gone. Yeah, browsing the web is a lot more complicated than it used to be...

      --
      fortune favors the lucky
    6. Re:How to Jump Your Own Shark! by Hurricane78 · · Score: 2, Insightful

      Well, if you of all people state that, then it must be true, mustn't it, managing editor *with a huge interest in the site not looking bad* "Chris". ;)

      But let's just say, after all the problems with your tests, I can not trust you any more. If you want to re-gain that trust, try to make your testing methods really clear, and do not fall for so many beginners errors and strange things, that the first person in the comments can point out in about five minutes. ^^
      I recommend getting some feedback from external people, before you put an article out there. That way you can fix these issues in-place.
      (Oh, and better have comments pointing out errors, than having no comments at all. Everyone with a bit of web experience will avoid sites without comments, for obvious trust issues.)

      --
      Any sufficiently advanced intelligence is indistinguishable from stupidity.
    7. Re:How to Jump Your Own Shark! by crazipper · · Score: 1

      Thanks for the feedback.
      There's actually a page of test information in every story. You could even reproduce the results if you so desired.
      There are also several pages of comments that go along with each story, in which the authors participate very regularly :)
      Hope that helps address your concerns!
      Chris

  2. Unlatest by fm6 · · Score: 3, Insightful

    ... or to spend less by investing in a few additional systems to be used as dedicated render nodes.

    Especially if you buy used systems. Computer hardware depreciates fast.

    1. Re:Unlatest by i.r.id10t · · Score: 2, Informative

      Unless they are very old, and power use would be better spent running fewer nodes with more rendering oomph.

      --
      Don't blame me, I voted for Kodos
    2. Re:Unlatest by omeomi · · Score: 1

      ... or to spend less by investing in a few additional systems to be used as dedicated render nodes.

      Especially if you buy used systems. Computer hardware depreciates fast.

      Wouldn't it be possible to use Amazon EC2 to set up a scalable render farm?

    3. Re:Unlatest by cetialphav · · Score: 1

      Wouldn't it be possible to use Amazon EC2 to set up a scalable render farm?

      That is certainly possible, but it depends on the job. If you need to do a rendering job over the weekend a couple of times a year, then EC2 would definitely be the cheapest option. If you frequently need a rendering farm on a regular basis, then it would likely be cheaper to build your own. There is no guarantee of that though. If EC2 gets a better price on electricity than you do and if they have better power utilization than you, they might win just by that alone. You basically have to compute the true cost of each hour of computing for you and then compare that to Amazon's price.

    4. Re:Unlatest by mr_exit · · Score: 2, Insightful

      the bandwidth to Amazon would kill you. It's not uncommon for one frame to pull in gigabytes of textures and geometry needed for the render. Rendering CG is very disk, memory and CPU intensive.

      --

      -------
      Drink Coffee - Do Stupid Things Faster And With More Energy!
    5. Re:Unlatest by bendodge · · Score: 1

      Keep your textures synced with the cloud and let the render program pull them locally. It's actually not a new idea. Look up EnFuzion and some threads on BlenderArtists.

      --
      The government can't save you.
    6. Re:Unlatest by Mistoffeles · · Score: 1

      You are still talking about a lot of data, and personally I don't want anything my livelihood relies on to be floating around outside my (closed) network, where potentially anyone could get ahold of it.

      --
      I wouldn't care to rely on any government to [fail to] do something I can do [rather well] myself.

  3. Recycling? by Monkeedude1212 · · Score: 2, Funny

    OR - if you get a real job, at a real company, they'll give you their unwanted outdated computers for FREE.

    Seriously! Build a massive render farm out thousands of 286's!

    1. Re:Recycling? by Anonymous Coward · · Score: 0

      And replace your heating system!

    2. Re:Recycling? by mcgrew · · Score: 4, Funny

      My grandparents rendered on their small farm, but unfortunately I hate lye soap.

    3. Re:Recycling? by Trent+Hawkins · · Score: 1

      Build a massive render farm out thousands of 286's!

      except they'll run out of memory and crash on every scene.

    4. Re:Recycling? by BitZtream · · Score: 1

      I tried running SLS Linux on a 286 in somewhere between 92-96, doesn't work so well :(

      Yes, I was young and ignorant then about why you REALLY DID have to have a 386 or better. I just figured it would be slower :/

      --
      Persistent Volume manager for Kubernetes - https://github.com/dwimsey/openshift-pvmanager
    5. Re:Recycling? by teko_teko · · Score: 1

      ...and also a waste of power.

    6. Re:Recycling? by iggymanz · · Score: 1

      I used to work at a switchgear plant in the Chicago Stockyards, next to a rendering plant. There animal parts and road kill and carcasses from the vet were turned into the ingredients for cosmetics, toothpaste, shampoo, glue, crayons and etc. The place some days smelled like pork rinds, and vomit on others. When I saw the title of this article I was revolted.

    7. Re:Recycling? by iggymanz · · Score: 1

      I ran a unix-clone called Coherent on my 80286, great multi-tasking fun but it cost money.

  4. This is a factory farm! by Anonymous Coward · · Score: 1, Funny

    The only sustainable approach is to allow the geometry to roam freely outside your coordinate system. And shading should be confined to what can be achieved with natural sun light no matter how low the framerate.

    1. Re:This is a factory farm! by nschubach · · Score: 4, Funny

      I hear non-factory farming also produces denser images that are more pleasing to the eye and have a higher contrast value. Besides, you'd be helping out the small rendering businesses by only selecting local renders.

      --
      Every time I start to have faith in humanity, I ruin it by driving to work between 7 and 8 am.
  5. roll-your-own by basementman · · Score: 2, Funny

    "everything from top to bottom roll-your-own to buying things pre-built" Is there some way to get high off computers now? I tried smoking all that junk that fell in my keyboard but it just smelt like burnt hair.

    1. Re:roll-your-own by nschubach · · Score: 3, Funny

      Keyboard dust is made of people!

      --
      Every time I start to have faith in humanity, I ruin it by driving to work between 7 and 8 am.
    2. Re:roll-your-own by Em+Emalb · · Score: 2, Funny

      I tried smoking all that junk that fell in my keyboard but it just smelt like burnt hair.

      Dude, if my co-workers' keyboards are any indication of the "typical" keyboard out there, you're damned lucky you didn't kill yourself.

      --
      Sent from your iPad.
    3. Re:roll-your-own by Anonymous Coward · · Score: 0

      And Cheez-Its

    4. Re:roll-your-own by Red+Flayer · · Score: 1

      At the office, sure.

      At home, there are more ingredients: people dander, cheeto dust, pet dander, etc.

      And that's nothing compared to mouse sludge, which often includes dried-up moisturizer (!), bacteria, yeast, among other things (of both human and non-human origins).

      Never volunteer to fix a "slow" or "stuttering" mouse. Ever. Even for your in-laws. Especially for your in-laws (one stray thought about your mother-in-law and how the mouse got gunked, and you're ready for some shock therapy). Buy them a new one instead.

      --
      "Trolls they were, but filled with the evil will of their master: a fell race..." -- J.R.R. Tolkien on Olog-hai
    5. Re:roll-your-own by geekoid · · Score: 1

      tasty, tasty people.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    6. Re:roll-your-own by Anonymous Coward · · Score: 0

      and pubic hair.

  6. The need is fading by Anonymous Coward · · Score: 0, Informative

    I would have been interested but I'm headed in this direction.

    http://www.studiogpu.com/

    It's still needs a few features but 90% of it will be added before the end of the year and it's a new release. They are even planning to support multiple video cards. Radically cheaper than setting up a render farm.

    1. Re:The need is fading by hardburn · · Score: 4, Insightful

      Is this astroturfing? Their website implies that they can streamline frame rendering down by several orders of magnitude, but there's no indication about how. Their FAQ is content-free, using buzzword-laden statements like " . . . gives non-linear access to lighting, ambient occlusion, materials . . . ." What is "non-linear" supposed to mean here?

      There's always going to be a place for a render farm. Even if 3D modelers tomorrow can work in real time with settings that would take hours to render today, that'll just mean that the render farm will be running with even higher settings that might not exist today. At some point, we'll be able to run a render farm doing ray tracing with hundreds of reflections and get realistic skin pores and wood grain out of the technique, but the modeler is only going to be working with 20 or so.

      --
      Not a typewriter
    2. Re:The need is fading by Trent+Hawkins · · Score: 2, Informative

      If I was to guess, non-linear probably refers to GI calculations. Global Illumination does take some time pre-calculate and a lot of things in those calculations are relative to the timeline so getting those pre-calculations done on a network so that the rest of the nodes can get access to it in a non-linear method does make a lot of sense. this goes fro particle and point caching too.
      Also, if there's one thing that I've learned is that as hardware gets better, the demand gets higher. I can render stuff that I made five years ago that took days at the time in a minute but the scene is terribly dated and now I have scenes that look great but still take days to render, so I feel rather confident that in ten years, scenes will still take forever to render but they'll have hyper-atomic precision or some other crap to them.

    3. Re:The need is fading by Chris+Burke · · Score: 1

      What is "non-linear" supposed to mean here?

      I reckon it's in reference to their rates.

      --

      The enemies of Democracy are
  7. EIE I/O by Anonymous Coward · · Score: 2, Funny

    If you run your render farm on PowerPC's you can put their eieio instruction to good use!!!!!

    1. Re:EIE I/O by mcgrew · · Score: 0, Troll
      Farmer McDonald?

      "EEEE! I... EEEE!!! I OWE!!!!!!!!"







      "Filter error: Don't use so many caps. It's like YELLING". Well duh...

  8. What's Next? by Anonymous Coward · · Score: 0

    So when are they gonna make the follow-up about how to start your own organic render farm?

  9. Thanks for this by TheModelEskimo · · Score: 3, Interesting

    The article touches on general bits of info that might have been time consuming to find. I live in a small town where commercials for clients like the local chamber of commerce are often put together in iMovie, and delivered in a rush. Recently I was approached by a local art director and was asked about moving from 3D stills (which I do occasionally) to 3D animation to be composited into commercial work (probably for bigger clients than the chamber...). I've determined that I can afford about 2-3 minutes of render time per frame before deadlines really start to get pushed out. So rendering infrastructure is very important.

    My studio is unique in that I work with open source software, Blender, Lux, etc. And my clients dig it because many of them are into sustainability and see my philosophy as being similar to theirs. I've looked at outsourcing the animation projects to commercial renderfarms, but when you start to "Better Know a Linux Network," you move beyond "get it done" and start to take interest in your own little LAN. Next to my video compositing and 3D graphics books I have a big ol' fat Pro Linux System Administration book, and it's handy, and I like it that way.

    The article points out that I can save $140 per node by not needing to buy Windows XP Pro 64 bit edition. This is actually great for me since I typically use the money I save on software to buy more hardware.

    BTW, what's up with Slashdot javascript? I'm going to have to build a freaking /. renderfarm pretty soon, and I'll be sending my receipts to CmdrTaco.

    1. Re:Thanks for this by Anonymous Coward · · Score: 0

      I haven't read over the whole article but I'd say 64 bit is cheap given the added value. Consider how much ram you are using because there are limits with 32 bit where as the limits with 64 bit are beyond current technology. Also what polygon counts are you running? I run high poly set ups so if I don't use 64 bit then I'm stuck with multiple passed and comping the final shot. I noticed a huge difference when I went to 64 bit. Depending on your software I found it was more stable given the memory available. There are downsides on workstations since a lot of software isn't 64 bit yet, thank you Quicktime! Keep one machine 32 bit and I'd recommend going to 64 bit on everything else. If you are doing bouncing chrome balls who cares but if you are running high resolution scenes I'd spend the money and go 64 bit.

      Check out http://www.studiogpu.com/. It doesn't support Blender so far but they are open to considering it. If enough people are interested I'm sure they'll add support.

    2. Re:Thanks for this by copponex · · Score: 1

      BTW, what's up with Slashdot javascript? I'm going to have to build a freaking /. renderfarm pretty soon, and I'll be sending my receipts to CmdrTaco.

      All of the old timers know how to use adblock or we have those freebie accounts. We're a dead marketing segment, and this is part of his evil plan to push us out. The WoW add-on was cruel. But javascript...

      The horror. The horror.

    3. Re:Thanks for this by maxume · · Score: 1

      There is are prefs to turn the js off. Some are at my/comments:

      http://slashdot.org/my/comments

      Another is at help and preferences:

      http://slashdot.org/help

      'Use Classic Index' shows up under both Classic Index->General and Dynamic Index->Layout for me.

      CSS images seem to be broken in classic mode though (but maybe something is going wrong for me). Some may consider this a benefit.

      --
      Nerd rage is the funniest rage.
    4. Re:Thanks for this by maxume · · Score: 1

      Damn the is are!

      --
      Nerd rage is the funniest rage.
    5. Re:Thanks for this by dr00g911 · · Score: 2, Informative

      The article neatly sums up how to build a render box from about 5 years ago, or for a hobbyist who doesn't really push the hardware.

      In the last few years, with the prevalence of displacement mapping and linear workflow, file sizes and memory usage to get renders at the quality folks expect of CG work have skyrocketed.

      As someone working as a freelance CG/VFX artist, I can tell you a few practical truths:

      1. You may not need XP 64 but you need 64-bit if you hope to do high-resolution, or detailed renders in a single pass. An addendum to this is: don't even consider a motherboard that supports less than 8 gigs of ram, and max the thing out. If you are rendering under Windows, you're shooting yourself in the foot if you're stuck on 32-bit, in particular. You will hit a memory wall with a 4gb RAM system very very quickly. Linux 64 is fine. XP 64 (and even my tests with Win7 64 are good). Avoid Vista 64 like the plague.

      2. Depending on your primary rendering usage, a Core i7 may actually be working against you with hyperthreading. Quite a few of the big boys (Renderman, Mental Ray) are still licensed per thread. With hyperthreading enabled on the motherboard, an i7 looks like 8 cores to many rendering apps. Relevant example: A dual quad Xeon Mac pro can only use half of the machine's processing power as a Mental Ray satellite node with Maya, because it's licensed to only use 8 threads total. In addition, a lot of compositing apps -- and LOTS of plug-ins -- are single-threaded (I'm looking at you, random After Effects plug-in, and just about any dynamics plug-in for a 3d app). The short of it: if you're going to be rendering with something that's actually capable of saturating a multi-threaded CPU, go for it. But do some research and tests first.

      3. You might be able to get away with a crap mainboard video card -- but make sure of it. A few CG apps don't have command-line rendering available, and it'll suck to learn after the fact that the app you're trying to launch on your pile of new 1U servers won't launch because you don't have a decent video card. Linux & Mac OS (even Hackintoshes) are far superior to Windows in this regard -- you'll rarely find an app that refuses to run due to the card. Crap interactivity is fine as long as you can initiate a render.

      4. Standardize your render boxes AND WORKSTATIONS on a single platform (ie Linux 64, Win 64, MacOS X 10.5 intel). Lots of apps require shaders to be recompiled per platform, and small studios generally use share/freeware stuff that might not be available on all platforms -- it's much better to work around this issue when you're creating your assets, versus when you've got a delivery deadline looming and you realize that your fancy layered shader looked great on your Win64 previews, but the code isn't available for Linux 64 to render within your lifetime.

    6. Re:Thanks for this by TheModelEskimo · · Score: 1

      Well written, although here are my notes on your notes:

      Many non-hobbyists don't need to push the hardware. You can get murdered for saying this on /., but the majority of people buy what they need and pocket the rest of the cash for a more interesting purchase. Many 3D professionals do not even own a renderfarm of any sort.

      Displacement is expensive, period. Animators know lots of tricks to get around that, not the least of which would be popular alternatives like normal mapping or conversion of displacement-mapped surfaces into equivalent meshes.

      A linear workflow can be a fantastic thing, but judicious animators have gotten along without linear workflows for years. As is the case with displacement mapping, cheats exist to work around this entire arena, if that's even necessary depending on the animation.

      What kind of an idiot 3D "professional" would end up without a 64-bit OS with over 4GB RAM in his/her system? I would like to meet that person and suggest they stop hanging out on Slashdot.

      If all you had was a crap GPU and were forced to use a GUI, you could still configure your 3D app's interactive display to be easy on the GPU. Like bounding-box display, which even at its worst would be better than the finest command-line summary.

      Anyway, just sayin'.

    7. Re:Thanks for this by pixie.pt · · Score: 1

      You might have the time, but if you pay 300e for Indigo you'll have (for the moment at least) roughly 24x the horsepower you would get for the same 3 nodes, and 95e for each one you add thereafter. If you trade it for actual hardware you'll see that it is actually less expensive to buy Indigo then using an open source Lux, with the present benefit of having a lifetime update (meaning you'll be granted access to all Indigo versions made).

    8. Re:Thanks for this by dr00g911 · · Score: 2, Interesting

      All fair points, but I must say that the Mental Ray workflow that's so prevalent among pro-sumer/small studio CG (now that Autodesk owns most everything and bundles MR) is terribly hard on memory usage, displacement or no, 32-bit float or no, physically accurate shading/lighting or no. Renderman is far far more efficient, however due to the licensing costs, not many of the little shops are using it.

      The article suggests buying a crapload of boxes with 4GB RAM mainboards, and my argument is that if you find yourself in need of building a render farm of more than a box or two, you're doing yourself a huge disservice by following that advice.

      I can tell you first hand that it's a nightmare best avoided to assemble a bunch of assets into layout only to find that you're throwing memory exceptions right & left on deadline.

      I stand by that advice: if you're actually to the point of investing a fair bit of cash for some render boxes, spend just a couple more bucks on the mainboard and RAM so you don't build yourself into a corner. I'm talking about a $50 difference (including ram and mainboard) per machine to safeguard against blowing deadlines.

      Sure, there are lots and lots of workarounds for memory/detail/physics/computation issues, but on deadline you don't always have the luxury of using those cheats... and sometimes you've just got to brute-force your way through a sequence. Dynamics and rendering in Maya with Shave & a Haircut come to mind. Incredibly powerful, but single-threaded. You'd be better off rendering hair and contact shadow passes on a single P4 than an i7 unless you're using Renderman in this case.

      I think you misunderstood me on the crap GPU issue: there are some apps that literally won't launch at all without a certain level of hardware acceleration under Windows. Most pro-level apps have a CLI-only render interface that's commonly invoked by farm management software -- but not all do. The point I was making is: if you're buying a ton of anything, make sure it's going to do what you want it to do ahead of time. It would suck to get a bunch of motherboards in 1U cases that can't even take an AGP/PCI-E video card, and that was preventing you from using the software that you built the farm for.

      The main message was really: these guys give you a low-end, once-size-fits-all recipe for building a 16U farm, basically, and at that level of game, I think their advice is pretty poor hardware-wise. You'd be insane to fork over the cash for that much kit and stick 4GB mainboards in there. Imagine someone who had a need for that kind of horsepower but were limiting themselves to the low end of the capability spectrum on such a major purchase when the price difference in the grand scheme of things to future-proof is so small. Not that there's such a thing as future-proofing, but if you're trying to render anything using mental ray with a 4GB system, I can guarantee you that you'll hit a memory wall after playing with ZBrush or mia* physically accurate materials for a few weeks. Or real global illumination etc etc. Particularly under Win32. Sure there are cheats for everything, but they take time too, and sometimes you just need to hit render and know that 1200 frames will be done by Monday AM without spending a huge amount of time tuning cheats.

      If you're a small shop, in the vast majority of cases an Autodesk product (or XSI) with Mental Ray bundled, and it's an engine that is not at all comfortable with a 4GB RAM limit.

    9. Re:Thanks for this by Anonymous Coward · · Score: 0

      And if you can't figure out Blender for one reason or another, I know of at least one other 3D app where render nodes happen to run on Wine. Daz3D's Carrara seems to work for this. (Ignore the site design and just read the text.) Carrara is on the low end of the budget of the pay-for apps, yet still is generous enough with features and is probably the easiest to use of the bunch. (Do the other apps use drag and drop for staging and quick shader setup, etc?) Even beyond Carrara I figure most other rendering apps may be compatible for this kind of thing too. If your nodes simply push the calculations through the CPU and don't do much graphically, I don't see why this wouldn't work. But also with such a setup, it might be wise to run the master computer on XP or OSX since the main graphic app may still be looking to access the graphics card, etc.

    10. Re:Thanks for this by TheModelEskimo · · Score: 1

      Sure, proprietary software has its advantages. I'm aware of my needs, and I balance them against what I see as the reduced privilege level you pay for in a proprietary component.

      Good plug for Indigo though; I wish you well in your endeavor...

    11. Re:Thanks for this by im_thatoneguy · · Score: 1

      An addendum to this is: don't even consider a motherboard that supports less than 8 gigs of ram, and max the thing out.

      Yes.

      XP 64 (and even my tests with Win7 64 are good). Avoid Vista 64 like the plague.

      ... No. We transitioned our entire studio and renderfarm to Vista 64 without incident. XPx64 had too many software incompatibilities.

      Depending on your primary rendering usage, a Core i7 may actually be working against you with hyperthreading. Quite a few of the big boys (Renderman, Mental Ray) are still licensed per thread.

      Licenses are by the CPU socket not by the number of cores. The i7 is worth every penny.

      A few CG apps don't have command-line rendering available, and it'll suck to learn after the fact that the app you're trying to launch on your pile of new 1U servers won't launch because you don't have a decent video card. Linux & Mac OS (even Hackintoshes) are far superior to Windows in this regard

      ??? Uhhhh... I can't think of a single 3d app which requires a video card. Every notable 3d app was written before 3d accelleration was common. They all have software viewport drivers. I can't think of a single cg app which requires a video card period.

      Lots of apps require shaders to be recompiled per platform, and small studios generally use share/freeware stuff that might not be available on all platforms -- it's much better to work around this issue when you're creating your assets, versus when you've got a delivery deadline looming and you realize that your fancy layered shader looked great on your Win64 previews, but the code isn't available for Linux 64 to render within your lifetime.

      Very true. I'd say even take it a step further. Standardize your hardware too. Buy the same motherboard. Buy the same CPU. Keep everything except for video drivers identical. This will make managing your farm much easier since you can just format and clone instead of bothering with trouble shooting. A 1 hour HDD clone is faster and easier for solving problems than debugging in most cases.

    12. Re:Thanks for this by im_thatoneguy · · Score: 1

      Autodesk product (or XSI) with Mental Ray bundled.

      BTW. XSI was bought by Autodesk and renamed to Autodesk Softimage.

    13. Re:Thanks for this by dr00g911 · · Score: 1

      Actually, Mental Ray satellite (as craptastically buggy as it is) still had a 8-thread limit under Maya 2009 sp1a (patch notes say they removed the restriction, but watch your CPU usage with a dual Nehalem and tell me it's not locked to 8 cores still)....

      But it's not so much that... I mean if you've got the budget for Renderman Pro or Mental Ray standalone, you've got the budget to build a farm properly, and yeah an i7 is most definitely worth every penny, Nehalem Xeons are great too if someone else is paying the tab. If you're buying Renderman Pro, you're likely getting Xeons.

      I've got 3 identical i7s, a core 2 quad and a core 2 duo for rendering here, and whenever I'm doing hair (shave in particular) or some dynamics plug-in work, I get significantly better render time using the core 2 duo due to the nature of multithreading. If you're only using 1 thread on a hyperthreaded quad, you're only using 12% of the available processing power, and it's more efficient to use a slower processor that you can utilize more of, if that makes sense. Same goes for a few repeat offending after effects plug ins (cinelook and magic bullet come to mind here). I mean you could go a step further and run 8 single core VMs on an i7 to saturate the CPU doing a hair scene (actually works pretty well with linux VMs in a pinch).

      I do love the i7s from the very bottom of my heart, though. I'm getting almost a 50% gain in frames rendered between q4400s and i7 920s using Mental Ray in most cases.

      I'm a big fan of imaging my boxes, as you mentioned. Particularly with a small shop it can be an absolutely maddening time sink to troubleshoot faulty nodes.

      I can't think of the last time I ran into the video card issue... might have been lightwave way back when, but I've seen it. The real point here is "make sure the stuff you're buying is suitable for the work you're doing". If the bulk of your software is single threaded still, an i7 box really might not be the best choice. For most folks doing this professionally, it's an awesome choice though. If you're editing HD or 2k/4k over a network, you need to spend a little extra cash to make sure your disk reads and net throughput are up to snuff.

      With that goes: if you're using enormous float textures and displacement maps out the ass, you're going to lose a substantial amount of time on disk & network throughput. Go gigabit ethernet at a minimum (it's cheap) and get a nice, fast raid 5 or 6 for your primary storage (and get another big disk to back it up with, at a minimum). Just because you don't need much storage on those render doesn't mean you can cheap out on the drives (ie 5400 rpm throwaways). Disk and network throughput matter and the matter more as you add more render slaves.

      Regarding Vista: it depends on your hardware. Up through SP1, I still had a couple of mainboards with unstable (*cough*nforce*cough) drivers in Vista 64, as well as a few pieces of software that required UAC off (eww). Gave up on Vista then and I've had really good, rock solid stability in XP64. Win 7 seems to be shaping up nicely on my 2 oldish Athlon x2 test sandboxes. I think this really depends on preference and available hardware, personally, but it's going to be a non-issue come October anyhow (and thankfully).

  10. Cloud computing by Anonymous Coward · · Score: 1, Insightful

    If your time has value, then buying CPU time from Sun, Amazon, or even Microsoft might be cheaper.

    1. Re:Cloud computing by im_thatoneguy · · Score: 1

      And your chances of getting a licensed copy of Brazil, Final Render, Mental Ray, VRay or Renderman installed as a cloud application are what fraction of 0 above 0%?

  11. Re:Ask a Slashdot Pimp by Mordok-DestroyerOfWo · · Score: 1

    There's no trick to getting girls. Be yourself (or a slightly less nerdy version of yourself in the beginning), treat her like a human being, don't be afraid to make eye-contact, remember the rule of 3 (3 days to call, 3 weeks to get 3 dates to make it an official relationship).

    --
    "Never let your sense of morals prevent you from doing what is right" - Salvor Hardin
  12. Re:Ask a Slashdot Pimp by Red+Flayer · · Score: 3, Informative

    Dear Slashdot Pimp,

    I am a little confused as to your business plan. Why would you offer advice to slashdotters on getting laid on their own, when it would be far more profitable to ensure they need to visit your stable of hos to get laid?

    Might I suggest you acquire the services of a business plan consultant to help you maximize your profits by leveraging the synergisms of your diverse talent pool? Careful attention to branding (perhaps literally) and marketing could help you achieve your quarterly and yearly targets for growth and margins.

    Sincerely,

    Slashdot Business Plan Consultant

    --
    "Trolls they were, but filled with the evil will of their master: a fell race..." -- J.R.R. Tolkien on Olog-hai
  13. Re:Ask a Slashdot Pimp by mcgrew · · Score: 0, Offtopic

    See A Nerd's Guide to Getting Laid. More informative than the slashdot FAQ, funnier than a truckload of dead puppies.

  14. render nodes by Tom · · Score: 3, Insightful

    Even a single render node dramatically increases productivity for me.

    I'm doing TG2 skybox renders, something that easily takes 12 hours each, and often two, three, four times that. Having a few render nodes (two at the moment) means I can continue working while a few frames are already rendering. That means more of my time is spent productive and less is spent waiting.

    My render nodes aren't even dedicated machines, just other machines I have around that are mostly idle.

    --
    Assorted stuff I do sometimes: Lemuria.org
  15. A classic quote by somenickname · · Score: 3, Insightful

    A total of 10 copies of XP (for 10 nodes) may sound like a big expense, but it actually adds $140 per unit, pushing the cost of these machines to about $485 per unit for a dual-core node or $610 per unit for a quad-core configuration.

    I think Tom should have rephrased that to put it into perspective: "Don't worry only 20% of the node cost is from Windows". I find it amazing that the most expensive component on the cheaper node is Windows XP and on the beefier node, it's nearly the same price as the CPU. It's even more baffling that this statement appears on the same page in reference to CPU selection:

    It's really all about how much you want to spend here, because this is the single most expensive component required for each node.

    Maybe Tom is a secret Linux fan and is hinting that Windows isn't a component but a tax. Or maybe he's just really bad at math.

    1. Re:A classic quote by Trent+Hawkins · · Score: 1

      Shame that linux won't run all your software, so that puts it out of the equation all together.

    2. Re:A classic quote by BitZtream · · Score: 2, Insightful

      Windows is certainly overpriced, no argument there.

      I would argue however that the OS is probably the single largest and most important component of the PC. While its not a piece of hardware, and it is just one of many required components, its the one that matters the most, I think.

      I mean, change your ram manufacture, you probably won't notice. Mobo, processor, case, power supply, all these things can change a fair amount and in most cases won't provide an immediately noticeable difference. The software running on them for the most part won't care.

      Change the OS and the world just changed. All of your other software needs to be changed in most cases, save for FreeBSD emulating Linux or Wine letting you run Windows binaries, which you're probably not going to want if you're trying to render frames as fast as possible.

      Either way, unless your software requires Windows, I can't imagine why you wouldn't use a free OS for your rendering farm. Its something you shouldn't really directly interact with after it is setup. Even if you prefer Windows the desktop/workstation (I do personally) I can't imagine why would would waste the money on licenses when you're probably going to get far superior performance out of something like a cut down, bare bones Linux or FreeBSD install.

      Truth be told, the guy writing the article really isn't all that knowledgeable, as you can tell by his take on how much memory you should use and its limitations mentioned in my other post.

      http://hardware.slashdot.org/comments.pl?sid=1306469&cid=28734027

      --
      Persistent Volume manager for Kubernetes - https://github.com/dwimsey/openshift-pvmanager
    3. Re:A classic quote by Anonymous Coward · · Score: 0

      The irony is that the really big studios run farms that are big enough that Linux is a significant cost savings, so much of the highest-end rendering/animation software runs on Linux. (RenderMan, Mental Ray, Maya, Houdini, Nuke, Shake, etc.)

    4. Re:A classic quote by nschubach · · Score: 0

      I think you've just defined why a Microsoft majority market share is monopolistic... Change anything in your computer to another company and it will work great. Change the OS and you won't be able to run your stuff... and this isn't Apple/Linux' fault. I dare you to find a licensing cost for win32 and DirectX so that other software vendors can utilize them in their OS.

      --
      Every time I start to have faith in humanity, I ruin it by driving to work between 7 and 8 am.
    5. Re:A classic quote by MobileTatsu-NJG · · Score: 1

      Maybe Tom is a secret Linux fan and is hinting that Windows isn't a component but a tax. Or maybe he's just really bad at math.

      If he really is trying to say that Windows is a tax and not a component on a render farm then he shouldn't be giving advice on how to build them.

      Render nodes are not like a webserver in the sense that your bases are mostly covered with Open Source alternatives. Many apps are either limited on their platform support or at least components of them are. Lightwave, for example, has a Linux-based render node, but won't work with some of the plugins that get sent to it because they're Windows-only. MotionBuilder isn't supported on Linux at all. After Effects, to the best of my knowledge, won't run on Linux either. Depending on the software and on your goals with the render farm, which OS you use is a very important reason for functionality reasons. You could save a few $$ by using Linux, but you may possibly pay for that with loss of functionality.

      To use a fashionably inaccurate metaphor: Comparing OS's for use with rendering is like comparing an XBOX 360 and a Wii, not like comparing a 360 to a PS3 like you're suggesting he's implying.

      --

      "I like to lick butts!" by MobileTatsu-NJG (#32700246) (Score:5, Informative)

    6. Re:A classic quote by Anonymous Coward · · Score: 1, Interesting

      You really haven't looked into the 3D animation industry yet have you?

      Here are the main competitors out there for 3D suites:

      Softimage XSI - Windows, UNIX
      Maya - Windows, UNIX
      3DS Max - Windows only, but who cares?
      Lightwave - Windows, Unix

      Even with 3DS Max being windows only, all of the renderers you want to use with it have native UNIX versions too. Do you want to know why the 3D industry seem to like UNIX so much? Shear speed:

      http://linux.slashdot.org/article.pl?sid=05/07/27/1551250&tid=126
      http://www.linuxjournal.com/article/6011
      http://www.linuxjournal.com/article/4803

      I think I've got the three main players there for you. Wow, am I the only person to comment on this topic who is a 3D artist?

    7. Re:A classic quote by drsmithy · · Score: 1

      Change the OS and you won't be able to run your stuff... and this isn't Apple/Linux' fault.

      But this is equally true of OS X and - albeit to a lesser degree - even Linux.

    8. Re:A classic quote by MobileTatsu-NJG · · Score: 1

      I think you've just defined why a Microsoft majority market share is monopolistic... Change anything in your computer to another company and it will work great. Change the OS and you won't be able to run your stuff... and this isn't Apple/Linux' fault. I dare you to find a licensing cost for win32 and DirectX so that other software vendors can utilize them in their OS.

      The word you're looking for is de-facto.

      --

      "I like to lick butts!" by MobileTatsu-NJG (#32700246) (Score:5, Informative)

    9. Re:A classic quote by im_thatoneguy · · Score: 2, Insightful

      Windows is just the start. If you really want to use your renderfarm you're going to want some rendermanagement software to keep it all running.

      Cost per node of Deadline (which I highly recommend) is $140 per computer. Then of course you've already bought a copy of Maya or Max etc. $3k. You might want to use an alternate renderer than Mental Ray. $1k per workstation. And you're going to want ghost for equivalent to keep all your computers up to date and get them back to work in the event of a crash.

      Also you're going to need a file server. If you have more than 10 computers that means Windows Server and CAL licenses. It's going to need to be a pretty beefy machine to feed GBs of data to the render nodes so expect at least $3k. If you lose all your data this will all be for nothing so you'll want to also be sure you invest in some good backup software. Also probably want to consider archiving all your old work on tape so I would factor in an LTO drive.

      When you factor in the costs of actualing running a render farm the cost of windows is pretty negligible.

    10. Re:A classic quote by JohnBailey · · Score: 1

      Shame that linux won't run all your software, so that puts it out of the equation all together.

      Shame you can't use the standard meme here. Man did you pick the wrong thread to crow about Windows in..

      --
      It is difficult to get a man to understand something when his job depends on not understanding it.
    11. Re:A classic quote by shish · · Score: 1

      FreeBSD emulating Linux or Wine letting you run Windows binaries, which you're probably not going to want if you're trying to render frames as fast as possible.

      Generally when stuff runs under wine at all, it runs faster :-P Though in this case the load is almost entirely CPU-bound, with very little interaction with the OS, so I can't see it making much difference either way.

      --
      I mod down anyone who says "I will be modded down for this", regardless of the rest of their comment
    12. Re:A classic quote by Nakarti · · Score: 1

      He's really bad at the Greater-Than operand.
      Have you ever read the graphics reviews?
      Several times I've read this sequence of ideas:
      "
      Card A routinely matches card B, and often blows it away with quality AND framerates...

      For about the same price, card B is definitely a better deal than card A.
      "
      Wait........What??

  16. Part Time Render Farms are cool by mdarksbane · · Score: 2, Interesting

    I really loved the system they have set up at ACCAD at Ohio State. They had some clustering software running on all of the workstations that could take it over when it wasn't in use. So you had a very nice computer lab and a render farm all rolled into one. And as a user you could set how much you wanted to share while you were working - so if you were just web browsing, the second core could be churning away on someone's render, but if you were using Maya yourself you could have it all to yourself.

    I really wish I remember what the software was, and I'm sure this is a common arrangement at these sorts of facilities, but I remember being impressed at the execution of it.

    1. Re:Part Time Render Farms are cool by penguin_zoo · · Score: 0

      http://helmer.sfe.se/ Didn't Ikea already offer us a solution?

    2. Re:Part Time Render Farms are cool by Rtfm42 · · Score: 2, Informative

      The software you're thinking of is Pixar's Alfred.

  17. 4 Gig of ram is the max for 2 procs? WTF? by BitZtream · · Score: 5, Informative

    For memory, 4 GB is a good start. With the availability of inexpensive 4 GB kits (reviewed here), there's no reason not to. If you are using a dual-core processor and your renderer is a 32-bit application, then 4 GB means you'd have just short of the maximum RAM for each core (which is a good idea if your renderer doesn't multi-thread properly).

    This is where I got off. I wasn't aware that dual core processors treated ram separately. Thats news to me, and the guys at AMD, Intel, MS, and Linus as well. Every OS I'm aware of bases the memory available on the app, not the core, with most 32 bit OSes allowing for about 3G of memory usable to the app (roughly a gig is part of the kernel space for various things in most cases), and allowing for more with some kernel tuning depending on the OS. I think Linux allows for that, I know Windows and FreeBSD do.

    I also guess he's never heard of PAE? Last I checked pretty much every modern processor and OS was capable of supporting 36 bit addressing, meaning a process is more than capable of addressing vastly larger amounts of RAM if its designed to do so, and even without support directly in the application, you can run multiple processes to get the 3G or so per process, which with 2 processes you are at 6. So if your shitting rendering app is 32 bit, not PAE aware, single threaded and you have more than 1 core than you can just pile on more processes with any modern OS and exceed 4G of usage. With a real rendering app, i.e. multithreaded, PAE aware and still 32 bit, its a no brainer. Of course if you're going through the effort to do all this, what are the chances your renderer is going to be 32 bit instead of 64? This is a question I really do not know as I'm not a render monkey, but I just can't see anything that matters still being a 32 bit app unless RAM really doesn't matter in rendering, which lets face it, for a complex scene, it does.

    Its good to know Tom's has some real techs working for him that understand how computers work.

    --
    Persistent Volume manager for Kubernetes - https://github.com/dwimsey/openshift-pvmanager
    1. Re:4 Gig of ram is the max for 2 procs? WTF? by somenickname · · Score: 1

      So if your shitting rendering app is 32 bit, not PAE aware, single threaded and you have more than 1 core than you can just pile on more processes with any modern OS and exceed 4G of usage. With a real rendering app, i.e. multithreaded, PAE aware and still 32 bit, its a no brainer.

      I understand where you are going and agree with you but, applications cannot be PAE aware. It's only the kernel that deals with the 36-bit addressing. It still doles out memory as 32-bit to userland. Also, a multithreaded application wouldn't take advantage of more than 4G of memory unless the OS treats threads as separate processes because each thread is still living within a single process and that process is still bound by 32-bits of addressable memory.

    2. Re:4 Gig of ram is the max for 2 procs? WTF? by Anonymous Coward · · Score: 0

      There is still a potential advantage of using a 32-bit renderer when 64-bit is available: 64-bit pointers are twice as big as 32-bit pointers. That's no big deal for regular memory, but it's a big deal if it causes you to overflow cache. If your application isn't using the additional address space, in worse-case circumstances a 32-bit application would run with effectively twice the cache space as a 64-bit app.

    3. Re:4 Gig of ram is the max for 2 procs? WTF? by jeffliott · · Score: 1

      My memory is a little foggy lately, since I've been hanging around in userland a bit, but I'm fairly certain that using long-mode (64-bit) on modern Intel CPU's for your OS and application would yield plenty of virtual address space, using PAE. Additionally, PAE supports a lot more than 36 bits of addressing on the most recent processors, up to 51 I think. The bigger question, is it practical for one CPU to use all that memory?

    4. Re:4 Gig of ram is the max for 2 procs? WTF? by somenickname · · Score: 1

      My memory is a little foggy lately, since I've been hanging around in userland a bit, but I'm fairly certain that using long-mode (64-bit) on modern Intel CPU's for your OS and application would yield plenty of virtual address space, using PAE. Additionally, PAE supports a lot more than 36 bits of addressing on the most recent processors, up to 51 I think. The bigger question, is it practical for one CPU to use all that memory?

      I think you may be confusing 32-bit with PAE and 64-bit. 32-bit with PAE is userland 32-bit with the kernel able to address 36-bit (64GB). 64-bit addresses 64-bit (16EB if I remember right) in the kernel and userland but, the CPU itself probably can't address all 64-bits so you are confined to some insanely huge addresses space that you can't fill but, it's less than 64 bits.

    5. Re:4 Gig of ram is the max for 2 procs? WTF? by PRMan · · Score: 1

      applications cannot be PAE aware

      Tell that to Gavrotte's RAMDisk!

      --
      Peter predicted that you would "deliberately forget" creation 2000 years ago...
    6. Re:4 Gig of ram is the max for 2 procs? WTF? by BitZtream · · Score: 2, Interesting

      Really? Tell that to all the apps that are PAE aware, MSSQL server for instance.

      Its the same as using the old segmented memory model from a practical perspective, although the OSes today use a completely different API for accessing the other memory.

      http://en.wikipedia.org/wiki/Physical_Address_Extension

      --
      Persistent Volume manager for Kubernetes - https://github.com/dwimsey/openshift-pvmanager
    7. Re:4 Gig of ram is the max for 2 procs? WTF? by somenickname · · Score: 1

      You are still incorrect. Applications can do some "windowing magic" to make it appear as though they are addressing more than 32-bits seamlessly. They do not however have the ability to use 36-bit pointers. So, they aren't using PAE, they are using tricks to make it possible to use more memory than you can address while the 36-bit kernel is still handing the process 32-bit addresses.

    8. Re:4 Gig of ram is the max for 2 procs? WTF? by josath · · Score: 1

      Last I checked pretty much every modern processor and OS was capable of supporting 36 bit addressing

      Unfortunately both Windows XP and Windows Vista do not support 36-bit addressing in their 32-bit flavors. 32-bit XP & Vista are limited to a little less than 4GB of RAM, no matter what. I think there's a 32-bit uber expensive Server 2008 that supports it, but nobody's gonna be buying that for desktop use or even for render farm use. However Linux supports it fine, I've happily used 8GB of total RAM while running a completely 32-bit kernel/OS/applications.

      --
      sig? uhh, umm, ok
    9. Re:4 Gig of ram is the max for 2 procs? WTF? by Anonymous Coward · · Score: 0

      You're the one that may need 'real techs' to help you.

      The way you'd run a 32-bit MentalRay or RenderMan on that render farm optimally on that 64-bit OS is to launch one process per CPU and allocate each process 2 gig.

      This maximizes the render node because
      1) neither multithread well; two core isn't going to half the render time. It's best to render two different frames in single threads instead
      2) they will use all the memory they are given, 2 gig, but no more (we don't want swapping or fighting over RAM). So that ends up being 2 gig each processor, as the article says
      3) if you were to put, say, 8 gig, the top 2 would be useless for the dual code 32-bit renderer. Therefore, 4 gig is the optimal, price-wize. There is no 6 gig option.

      >I also guess he's never heard of PAE?

      Listen nerds: No one cares about PAE. No renderer, 3d, video or audio, is implementing it. It's not appropriate for high performance renderer. No one gives a damn that MySQL can use it, this is an article about render farms, not database servers.

    10. Re:4 Gig of ram is the max for 2 procs? WTF? by anonymous+donor · · Score: 1

      Look up that "segmented memory" GP refers to.

      --
      fortune favors the lucky
    11. Re:4 Gig of ram is the max for 2 procs? WTF? by somenickname · · Score: 1

      I did. Now, can you tell me how to make a C program use 36-bit pointers so that I can use PAE? They are two very different things...

    12. Re:4 Gig of ram is the max for 2 procs? WTF? by im_thatoneguy · · Score: 1

      Every 32 bit renderer I've used hasn't been able to use more than 3GB. But you're right if you're still trying to use a 32bit renderer with most scenes you're going to just going to run out of memory and crash.

      64bit + 4+ GB of RAM is pretty much mandatory for production rendering.

      What this article really ignores though is software. Managing a renderfarm means you want to invest in some great render management software like Frantic Film's deadline.

    13. Re:4 Gig of ram is the max for 2 procs? WTF? by dbIII · · Score: 1

      I also guess he's never heard of PAE?

      The problem is in the Microsoft area only the server versions of 32 bit Microsoft systems have heard of PAE. Of course everything else has had it since not long after the Pentium Pro came out.

    14. Re:4 Gig of ram is the max for 2 procs? WTF? by Tony+Hoyle · · Score: 1

      Windows has a special allocation function that returns 36bit pointers, but you still have to map them into the 32bit address space to use it - an app on 32bit windows can't address more than about 2.5gb simultaneously (much less, once fragmentation is taken into account).

      In this day and age it's a silly argument anyway.. desktop processors are generally 64bit capable, 64bit versions are available of all your favourite OS.. why stick to 32bit if your memory requirements are that large?

  18. Re:Ask a Slashdot Pimp by Red+Flayer · · Score: 0, Offtopic

    I've seen it. But the question remains... why would a pimp encourage his clientele to go out and get laid for free?

    It just doesn't make sense. Unless, of course, his advice to horny slashdotters who ask him quesitons is "come visit my stable, I'll make sure you get a piece" in which case he's, well, brilliant.

    --
    "Trolls they were, but filled with the evil will of their master: a fell race..." -- J.R.R. Tolkien on Olog-hai
  19. Re:Ask a Slashdot Pimp by thedonger · · Score: 3, Funny

    And three months to finally get laid, and three hours of crying afterwords. Followed by three apologetic phone calls, three stalking incidents, three calls by her to the police, a restraining order keeping you three hundred feet from her at all times...

    --
    Help fight poverty: Punch a poor person.
  20. Playstation 2? by Uncle+Ira · · Score: 2, Interesting

    PS2s are cheap now, and I know they've had linux running on them for some time. Has anyone managed to get something like ClusterKnoppix running on PS2 hardware? A renderfarm of slim PS2s sitting on a bookshelf would be kind of neat looking.

    1. Re:Playstation 2? by fuzzyfuzzyfungus · · Score: 2, Informative

      I don't think that there is anything stopping you(though the official PS2 linux kit is unsupported on the slim); but performance would probably be pretty underwhelming. 32 megs of RAM is an unpleasant limitation to labor under for a fair few computational problems, and(unless you are serious about doing optimizations to suit the PS2's particular hardware) you'll find that the stock general purpose processing power of a PS2 is pretty unimpressive.

    2. Re:Playstation 2? by MobileTatsu-NJG · · Score: 1

      PS2s are cheap now, and I know they've had linux running on them for some time. Has anyone managed to get something like ClusterKnoppix running on PS2 hardware? A renderfarm of slim PS2s sitting on a bookshelf would be kind of neat looking.

      The lack of RAM on-board a PS2 (or even a PS3) would make that exercise little more than academic.

      --

      "I like to lick butts!" by MobileTatsu-NJG (#32700246) (Score:5, Informative)

    3. Re:Playstation 2? by TeknoHog · · Score: 1

      Seconded. A PS3 gives much more performance per dollar, and Linux is straightforwardly installed without extra hardware.

      --
      Escher was the first MC and Giger invented the HR department.
    4. Re:Playstation 2? by kwark · · Score: 1

      My guess is that a PS3 is more than 4 times as fast.

      For example I could find a distributed.net benchmark for a PS2 running the rc5-64 challenge at 0.3Mkeys/s. 1 (of the 6 available) SPE from a PS3 will do rc5-72 at 24Mkeys/s. No idea what the difference in GPU performance would be.

    5. Re:Playstation 2? by dbIII · · Score: 1

      Also the problem at the moment is that if you want to have nodes that use the cell processor and are the equivalent of a PS3 with extra memory you need a military sized budget and an accountant that is in mortal fear of you. Last time I looked it was close to ten quad core Xeon nodes to the price of a fairly equivalent cell node. I really have no idea why they have priced themselves completely out of the market.

  21. I already have my render farm. by Hurricane78 · · Score: 4, Funny

    It's called a botnet.

    TYVM.

    --
    Any sufficiently advanced intelligence is indistinguishable from stupidity.
    1. Re:I already have my render farm. by Monkeedude1212 · · Score: 1

      My computer rendered the o in botnet.

  22. Separate machines are the way to go by Anonymous Coward · · Score: 3, Interesting

    I did this two years ago with four cheap Dell Inspirons ($299 each, with free shipping). They're thin, easy to stack, and consume less power combined than my desktop. No discrete graphics, smallest possible HDD; all they need is processors (dual-core) and RAM. I run a stripped-down Ubuntu on them, and use some Python scripts to distribute Blender render jobs to them over the network, assembling the final frames on a file server.

    Separate machines make an enormous difference. Even though rendering is relatively amenable to parallelization, a quad core machine isn't nearly as fast as two dual-core machines with the same specs. Even today, you would have to spend an awful lot of money to get a single machine that renders animations as fast as my two-year-old cluster of four.

    I could even have built my own machines, and saved a few tens of dollars per machine, but the price was already pretty reasonable.

  23. ROCKS rocks! by jfp51 · · Score: 1

    Just download the Rocks Cluster distribution and you will have an operational cluster in about an hour. Doesn't get much more efficient than that

    1. Re:ROCKS rocks! by somenickname · · Score: 1

      He's not talking about a cluster. A render farm is just a bunch of machines that can be given work to do. There is no fancy network topology so the machines can talk to each other and they aren't even expected to know of each others existence. A render farm is more akin to something like SETI@home whereas a cluster is a trying to emulate a Big Iron box. Big difference.

    2. Re:ROCKS rocks! by clutch110 · · Score: 1

      A cluster is a collection of, usually, homogeneous compute nodes. They are usually split into MPI and SSI, Message Passing Interface of Single Server Image. The latter is a bunch of machines trying to emulate a single system and is not commonly found in the HPC world. You are more likely to find MPI setups where each bit of processing can be broken into smaller pieces and distributed to each node.

      For a render farm you can have machines with no knowledge of each other as they can each work on a separate set of frames. If the rendered is MPI aware it can ask neighboring nodes for data.

      ROCKS Clusters are MPI based but can be used as individual machines. ROCKS strength is its simplicity in managing the OS image on each of the nodes. You plug a machine into the network, flip it on, wait for ROCKS to find the MAC broadcast during PXE boot and then assign it to a predefined image group. Minutes later you have a machine installed exactly as all other nodes on the cluster are. This is sometimes vitally important as certain software may not work with a different revision of the OS.

      ROCKS allows for easy management and easy expandability. If you need more compute power, plug in new nodes, collect the MACs and image.

  24. An alternate cheap renderfarm. by Anonymous Coward · · Score: 0

    Sneak around the office, enabling "xgrid" under the sharing preferences on every mac (rooting is easy if you have local access)
    Render FCP frames and effects like whoa.
    Posted anonymously duh !

  25. Just go hardware! by Anonymous Coward · · Score: 0

    Why spend the time using an old software approach to rendering when you can utilize your very fast video card. Check this out.

    http://www.studiogpu.com/

  26. Re:Ask a Slashdot Pimp by oatworm · · Score: 2, Funny

    It's a classic open source strategy. He's letting the nerds have free sex, then charging for support. I mean, eventually the nerd will want to know where the clitoris is, right?

  27. Helmer? by dandart · · Score: 1

    How about Helmer? http://helmer.sfe.se/

  28. Amazon EC2 by jdvogt · · Score: 1

    Why not create an image with your render software and deploy as many as you need on EC2? No hardware cost, no setup time, you only pay for the CPU time you use.

  29. DrDgaf by Theodore · · Score: 2, Interesting

    Didn't read, don't give a fuck.
    Building your own cluster can be done by any retard.

    I've been looking into building one for myself, mainly for Blender and LuxRender.
    Now, if there were CUDA/OpenCL versions for the above programs, the Zotac atom/nvidia-ion boards might be nice, expensive, but nice and low powered (or add PCI geforce 9500's, which would also work with my following idea (why the fuck won't they put a PCI-E/16 on these boards?))...
    I've been looking into mini-itx mobos (off of Newegg, that mainly shows me zotac geforce 7 series),
    and intel Wolfdale procs that the reviews say overclock to al least around 3.5G...
    Add 4G of ram (or whatever the board will take), a gigabit switch, set up PXE or a command line only linux distro off of flash,,,
    DING!!! FRIES ARE DOEN!!!

    Building your own render farm is easy and cheap if you have half a clue as to what you're doing.
    Oh,,, knowing where your circuit breakers are when setting it up will help too.