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finalRender R3

Distributed Rendering

Distributed rendering in finalRender R3 has been enhanced and offers a much better experience even when used with the most complex scenes.  It is now more stable, solid, and fast.  The ability to mix DR environments between 32-Bit and 64-Bit has been kept.



Make the Most of Your Machines

With 3ds Max, a choice must be made on whether to render on 32 bit or 64 bit machines.  DR can make use off all machines, 32 and 64 bit, at the same time!  So now easy transitions of hardware, from 32 bit to 64 bit are possible.

Unlike the standard 3ds Max scanline renderer or other rendering systems available for 3ds Max, finalRender R3 offers a true distributed network rendering concept, including a new and enhanced distributed rendering server and management system.  The distributed rendering system offers the following features:

  • Enhanced and much more robust TCP/IP core 
  • Faster response time between rendering slave and manager
  • More feedback and network messages throughout the whole rendering process
  • "Dead Slave" detection for ultra fast shutdown and re-initialization of the same slave
  • Huge file transfer protection so that big scenes can be distributed in the network
  • All new fRServer.EXE application installs now as system tray icon
  • Local Start/Stop Slaves option
  • Automatic Start Optio

Rendering to the Power of 10!

Distributed network rendering in finalRender R3 will allow you to use all the rendering power available under your finger tips!  Many PC's can render one image at the same time. It's the optimum balance between rendering power and time needed to finish an image.

True Distributed-GI Calculations

Distributed Network rendering in finalRender R3 offers many unique features and functions to enhance rendering speed by massive parallel rendering technology.  Even Global Illumination is fully supported by distributed network rendering, resulting in less render time and cleaner images.  A few modern renderers are able to do distributed rendering and GI, but still those renderers must render the same full "light-solution" on a single machine or on all machines at the same time.  Such an "easy" implementation of distributed rendering may be simple to program but does not really use the power of parallelism you would expect from a real distributed network rendering technology.

In the flash animation shown below, you can see a single PC rendering approach compared to a true full blown 3 PC distributed network rendering set-up.  As shown in the solution below, finalRender R3 always wins!


Click the image to see a Flash animation of a live distributed rendering.


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