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    Team Render - Precalculating GI Prepass

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    • H
      Helper
      last edited by

      On 08/09/2015 at 14:54, xxxxxxxx wrote:

      User Information:
      Cinema 4D Version:    
      Platform:   Windows  ; Mac  ;  
      Language(s) :     C++  ;

      ---------
      I can't find information on how to precalculate the GI prepass on a single node and allow it to be
      distributed to all nodes before actually rendering any buckets. Is there any information available
      that can be shared?

      I have an idea on how it could  be done, so if that's the correct approach, I'd like to receive some
      confirmation or slight corrections please.

      So my idea would be that the client continuously sends MSG_NETRENDER_GET_CACHE until the server
      replies that the cache has been computed with the "cacheValid" flag and sends the data to the client with
      the "cacheData" attribute if the NetRenderMsgGetCache structure. The cache would be computed on the
      TR server.

      Thanks for any replies,
      Niklas

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      • H
        Helper
        last edited by

        On 08/09/2015 at 16:07, xxxxxxxx wrote:

        I guess there are 2 cases.
        1- using light cache/photon mapping/irradiance cache
        in this case, you can split the render into 2 tasks, 1 to save "only on your single node", second to read that on team render nodes.

        2- a brute force GI
        this doesn't have any pre-pass.

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