Team Render Arnold

Posted : admin On 1/25/2022

Dave Koss offers a quick look at Cinema 4D’s team Render capabilities, and show how you are able to use Team Render between Macs and PCs with some tips for monitoring renders from one workstation.

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In this brief video we discuss using RDP to monitor PCs running as render nodes

Take advantage of Arnold renderer’s capabilities with our cloud based farm here at GarageFarm.NET. Send Arnold scenes from Maya, 3ds Max, or Cinema 4D and let our Arnold distributed rendering system take care of everything else for you. Proceed as follows to render using Team Render: Make sure that the Enable Team Render option is enabled in the Preferences menu. Select the Team Render Machines command from the main Render menu. In the window that opens, all computers located within the local network will be displayed.

Dave shows how he uses a remote desktop application to monitor what is going on with the PC machines. For the most part, Team Render is really simple to use, but this is a great introduction to using team render with mixed platforms on a network.

Supported Features

Team Render Arnold

Arnold GPU supports a set number of Arnold features, including arbitrary shading networks, SSS, hair, atmospherics, instancing, and procedurals. See here for a detailed list of Arnold GPU features and known limitations.

System Requirements

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Arnold GPU works on NVIDIA GPUs of the Turing, Volta, Pascal, and Maxwell architectures. Multiple GPUs will improve performance, and NVLink can be used to connect multiple GPUs of the same architecture to share memory (On Windows, we recommend enabling SLI as well).

Recommended NVIDIA drivers:

  • Linux455.38 or higher
  • WindowsGeForce: 457.30 or higher, Quadro: 457.09 or higher
  • macOS is not supported

Pre-populating the GPU cache

The very first time you render with the GPU, the GPU renderer has to create a cache for the types of shaders and objects used. This can delay the time to the first pixel for your first render. To avoid these one-time delays, we recommend doing some of this in advance by pre-populating the cache before you do any renders as this will fill in the cache with a subset of the most common shader/object combinations. The Arnold plugins (like MtoA) have Pre-Populate GPU Cache menu command, and kick has a -gpu_warm flag. Note that pre-populating the cache can take up to 15 minutes. The cache only needs to be re-populated after installing a new Arnold version, updating to a new NVIDIA driver, or changing the hardware configuration of GPUs on the system.

Selecting a Render Device

You can easily switch between CPU and GPU with a single click. In the Arnold plugins, you'll find a new Render Device setting in the Render Settings > System section.

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Teamrender - Autodesk

You can use CUDA_VISIBLE_DEVICES (environment variable) to limit which GPUs Arnold (and any other Cuda based application) can see.

Matching Noise on CPU and GPU

Matching noise can take a little experimentation because Arnold GPU uses Camera (AA) sampling only. We recommend you also use Adaptive sampling. Here are some guidelines:

  • Set the Max. Camera (AA) in the range of 30 to 50 (depending on the scene, you might go closer to 100). In general, the max samples should be a large value. A large max samples means that the quality is controlled by the noise falling under the threshold, instead of by clamping to the max AA.
  • Set the Adaptive Threshold to something like 0.015 or 0.02. For a noise-free render, lower the threshold value, maybe even as far as 0.010.
  • Set the Camera (AA) samples to around 3 or 4. One of the few reasons to go higher with AA is for motion blur. The higher the number of Camera (AA) samples, the less of a speedup you'll get from adaptive sampling.

Textures

CADnetwork Render-Guide Distributed Rendering With Arnold And ...

All textures must fit in memory. We recommend you use tiled and mip-mapped TX textures. If you're running out of memory, you can set a maximum resolution for textures in the Render Settings.