I've tried the deadline one as psanitra said, and its working. However, on a very simple scene with an HDRI, ground plane and the test geometry crag, the workflow is very primitive and non efficient. If i want to render 100 frames, it has to calculate locally on my machine a vrscene with 100 frames with only those objects, and it takes about 1.5GB in file size. Now, when i send this to the network, each machine will have to read the same 1.5GB file to start a single frame, and right now its taking 2min to read it and 10secs to render... So i tried adding $F and it's quite more manageable now!
Question is, how about bigger files? With hundreds of objects, and even simulations?? Let's say i have a flip fluid with a cache per frame of about 500mb (which is quite often). Does the vrscene reference the cache, or does it include the 500mb cache in the vrscene file?
Or let's say a cartoonish animation, with hundreds of characters, alembic files, environment, textures, etc. Does the vrscene reference the textures / alembics / caches? Or include everything in the vrscene?
Is there something like the delayed load feature in Mantra for vray?
Sorry if these questions seem primitive or dumb, but right now we're evaluating if it's worth it to assemble and render everything in houdini instead of 3dsmax. In max it's quite simple and straight forward, let's hope we can have something close to that in houdini
Question is, how about bigger files? With hundreds of objects, and even simulations?? Let's say i have a flip fluid with a cache per frame of about 500mb (which is quite often). Does the vrscene reference the cache, or does it include the 500mb cache in the vrscene file?
Or let's say a cartoonish animation, with hundreds of characters, alembic files, environment, textures, etc. Does the vrscene reference the textures / alembics / caches? Or include everything in the vrscene?
Is there something like the delayed load feature in Mantra for vray?
Sorry if these questions seem primitive or dumb, but right now we're evaluating if it's worth it to assemble and render everything in houdini instead of 3dsmax. In max it's quite simple and straight forward, let's hope we can have something close to that in houdini
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