This is an open invitation to all our wonderful users to help us decide how to develop Crowdrender. We're working towards releasing a beta, but we need your help!!
We'd like you to comment and vote on this thread, here's how.
If you have used Crowdrender, and don't yet use it for your real projects, tell us what we need to do to make our software good enough for you to use for real work. Write a comment below that explains what features you need or problems you face that need to be worked on.
If you see a comment that you agree with, like it and please also expand on it by replying to that comment. This helps us tell which issues are important to everyone!
We'll use what you tell us to help us decide what to work on next. From now on, we'll be releasing frequently, with smaller updates so you can get what you need much faster.
Thanks to everyone for taking part, we can't wait to see what you post :)
Crowd Bakery... rendering is fine (cycles (eevee doesn't work for me)
but Physics sim baking still takes forever because it is single threaded.
I would like to spin up multiple CR-docker instances on my dual Xeon server... that way would at least see more than 2/56 hyperthread cores in use...
Not sure Blender can give this kind of low-level access to an add-on but if possible, a "Join render when ready" option could be a true time saver.
The other day I had trouble syncing my machines and it ended up taking more time than if I just rendered locally.
It would be amazing if there was a possibility to start a render even if not all machines are synced and whenever they are, they would take part of the remaining area to render.
Hi James, it's been a while but I'm back on using CrowdRender! Just posted in General questions btw.
To me the most useful next feature would be support for all linked libraries. So if a path only exists in the client machine, CR would generate a new path on the server machines, upload the files there recursively and modify the blend files to change where libraries point to. This would enable a non-destructive workflow on the client. I assume it's not an easy one since it requires to recursively modify blend files on the server machines, but I'd like to know what you think of it in terms of feasibility and possible limitations.
Step 1 - Needed implementation. Viewport Shading button is gone, would be great if there was a setting like "use local computer for Viewport Shading" and settings for what HW type to use, like Optix, Cuda, Metal and so on.
Steg 2 - Would be great !! Make is so that the tiles rendered on the CrowdRender network was sent back as soon as they were done. And maybe make the tiles small, and we have a competitor to Cinema 4Ds Team Render. Step 3. This is the big one, the dream one, the üiber one, that would very much put you guys at the centre of the map. Make it so that you can use an IPR or Viewport Shading with the power of CrowdRender.
Hi James, maybe crowd render that works with external file..... that's gona be awesome....cheers :)
Yes, absolutely! Distributing via buckets rather than a percentage of the frame would be fantastic. I'm trying to get our organisation to switch to using blender in production but having a network rendering solution is crucial to being viable.
We currently use vray on another software which works reasonably well and uses the bucket allocation method. I thought this was standard so it took me a while to get the method currently used which I think (sorry guys) is not as effective. Though much better than manual rendering on each machine! I would be so happy for this to be implemented.
why one of my pcs utilizes only 28% of the cpu? only with crowd render
I'd like to be able to specify a "root folder" for each node, correlating to a mounted drive, or cloud storage of some form, where all paths to blend files, textures, etc. are always the same on each node relative to that root.
I already have a shared asset library of models and textures that I use across multiple scenes, having to pack these into each and every blend file is insanely wasteful both in terms of storage usage and sync times.
I would like to raise the previous idea of each connected computer doing its own frame during animations.
Similar to the 32 slices or nodes presented for an individual image, but in this case for frames of animation.
I have seen previous discussion of this, and I am wondering how close this is to being realized?
Thanks to the whole blender community, and special thanks to the CrowdRender crew.
We love you, E:)😍