Discussion in 'Tech Heads' started by Agrul, Feb 11, 2017.
but like 99% ill just do ubuntu
if you want the most pain go w/gentoo.
compile all the things
also i am not sure aws would work for this
it would be fine if i were just doing a bunch of long renders w/ long intervals in between, but i want to be able to do heavy renders pretty much all the time for years
in that context i think aws would quickly become much too expensive. their nodes w/ lots of cores or beefy gpus are not cheap ($3-12 per node per hr, depending)
damn bruh i had no idea you had that many arrowdicks to churn out.
i mean -- even in the stuff i slowly fill the other thread up with, there are some heavy renders
several of the renders of that logo-movie-thing took 24-72 hours, for example. that's 24-72 hours where my main rig is locked up
renders of water simulations also take a super long time. i havent figured out a good way to move these into unity yet -- my one experiment with it was a comic disaster -- but they look so good that it's hard to resist trying to make use of them somehow
and renders of lighting-intensive characters or high-quality textures for re-use in games take a long time too. and you obviously need a lot of them for a game. i've moved e.g. some high-res lightning shader effects into unity as sequences of rendered png's and they looked quite good w/ little fuss, so i expect to do a lot of this
the character workflow i seem to have finally settled on (exemplified by blue-hair-girl on pg 17 of my modelign thread right now) is actually very cheap to render, but on the other hand that character is just a base for a simple procedural workflow that will be duplicating and modifying her in a few thousand iterations. suddenly not so cheap to render
yeah that's a whole different ballgame. separate dedicated box def seems the way to go.
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