Pixar also uses the program, Slim, for making 99% of the surface shaders used on our movies. In fact, Pixar's renderfarm has thousands of processors all rendering with our server-side package RenderMan Pro Server, the same package available off our website today. To some this is a surprise, but there is not a "better" version used inside Pixar. Pixar uses the same RenderMan as everyone else. It's insane!ĭoes Pixar use a special version of RenderMan? Physics engine sends pieces of the car flying, the fireball, smoke, etc can technically make the scene incredibly more complex, and can cause your simple scene to jump into hours per frame for rendering time. The cars paint reflecting the light, clouds diffusing the sun, sun beams casting, shadows, etc. Take a hypothetical scene of a car racing down a highway at sunset. There's no set "a frame should take this long." Rendering engine, antriscopic filtering, light casters, volumetrics, indirect lighting, etc. I typically render stills, however.Īs for render times, there's so so much that comes into play. When I do my personal rendering, I use all available threads per frame, as it's faster for my use. As for rendering, it could be one core per frame, or a group of cores per frame, so who knows. All stuff the average users don't use, at least not to the same extreme. Pixar used whole new rendering techniques for so many parts, right down to flecks of metal in the pain, physics, realistic volumetric watric water simulation, etc. Technology is only getting better, and our response to that is to continue pushing it as hard as possible for better, more realistic renders.Ĭars 2 is an extreme example of render times, and newer films like Monsters 2 actually trump it's render time. Our hypothetical render could drop to 3 days instead of 30.Īnd, to blow your mind a bit, Cars 2 used 12500 cores and averaged 11 1/2 hours per frame to render. So, when working in a commercial or time sensitive scenario, or just to get the time frame you need, it's well worth it. In some cases an 8 hour render can drop to minutes. It all depends on how much you spend, but you can cut your render times by anywhere from half to a fraction. That's one full month your computer is chugging full blast, using power and unable to be used for other tasks.īy comparison, a render farm can cut that number dramatically. That means 720 hours to render your 15 minute animation. At 24fps (cinema standard) you're looking at 21,600 frames to render. Let's say you have a high end, dual GPU machine, and pull an average of 2 minutes per frame. On a complex scene, with a high end home machine, you could be looking at 2-10 minutes per frame. Let's say you have a 15 minute animation you need to render, and you're going for decent quality. When using a render farm, you can rent based on number of cores per hour or machines per hour, depending on the company, so the speed is really based on how much you want to spend. Even if you have a gig or project (and that would be something ungodly massive project) uploading it to a farm at a modest 5mbps would take roughly 30 minutes.
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