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On 27/10/2003 at 03:54, xxxxxxxx wrote:
Hi fellers, a plugin i'd love to see -
backwards rendering. i have 2 pc's for my rendering. if i render a large anim (say 1000 frames) i'd like to start one pc rendering at frame 0 onwards, and the second pc rendering from frame 1000 backwards.
Max does this as standard, and saves me masses of time when the 2 pc's meet in the middle somewhere.
I've been told C4D would have problems achieving this, but being as i can render individual frames anywhere on the timeline, why cant i render them automatically backwards in sequence?
On 01/11/2003 at 00:28, xxxxxxxx wrote:
> why cant i render them automatically backwards
> in sequence?
This could run into trouble with physics, particles, and complex scripts storing the values of previously computed frames, believing that these are the frames _before_ not _after_ the current frame. If you bake all animations, backwards rendering should work.
From a plug-in you can render the frames in any order whatsoever. Afterwards, however, the frames have to be brought to forward order, which is difficult if you generate a movie file. Better write numbered frames and everthing is ok.
But why not use the net renderer? It even does load balancing!
On 01/11/2003 at 01:47, xxxxxxxx wrote:
thanks for the reply Jörn
baking? i pressume you mean like texture/gi baking? if so then thats not an option sorry
i do use net render and i'm ok with generating movies from files, i'd just like to render backwards.
i still cant see the problem if other apps can do it except c4d. most strange.
On 01/11/2003 at 06:49, xxxxxxxx wrote:
> i do use net render and i'm ok with generating
> movies from files, i'd just like to render backwards.
But why render backwards when you can use net render? I cannot see an advantage. The net renderer even collects your files and finishes correctly if one of the clients crashes.
I forgot to mention that rendering backwards will most probably also cause problems with Mocca (which like physics is using values computed for the previous frame).
No software which works this way (and actually every complex physics simulation has to do so) can render backwards without first solving the animation forward and then using these results for rendering (be it as baked animations or through a cache that is transparent to the user).
However, if you don't use particles or Mocca or physics, you wont see any problems.
On 01/11/2003 at 08:42, xxxxxxxx wrote:
i only rarely use net render. i have very specific network hangups in work with it, so backwards rendering is a safe, reliable alternative. ur right, net render would be a problem solver, but i cant rely on it unfortunately. not maxons fault, but mine.
i'm getting more to grips with the problem. and no, i dont use mocca or particles, just straight normal rendering.
Thorn mentioned to me about flipping the camera points over in the time line. praps i'll look into that possability.
thanks for the concern fellers