Very high speed rendering for animations & stills
- (Lightwave 9.3.1 benchmarks)
The Sponza.lws scene (model copyrighted by Marko Dabrovic)
used in our Global Illumination animation benchmark can be
downloaded here.
The quickroom68.lws scene used in
our still image benchmark is also available on the Lightwave 9.2 Content CD
(Scenes\Lighting\Quick Room subdirectory).
The RANCH use highly optimized, proprietary algorithms to optimize both animated and still renders,
achieving a super-high efficiency per GHz.
Please note that efficiency may vary with
the nature of the scene. Optimal performance will be reached in animations:
- where all the frames have a similar render time.
- when the number of frames is very close to a multiple of 125 (to optimize the number of passes).
* Animation test: the Sponza scene - Advanced camera - rendered with 32-bit Lightwave
960 x 540 resolution, 201 frames:
Render
time
Speed
difference with the RANCH
Core 2 Quad Q6600 @ 2.40 GHz (64b)
100 hours 30 mn
93.9 times slower
RANCH
renderfarm
1 hour 04 mn 13 s
1.0
Note: the total project time includes the render time,
network overhead, 201 frames compression (275 MB of data) and
ftp account creation, but you pay only for the render time. The speed difference between a standard PC and the RANCH may vary with
the nature of the scene.
* Still image test: the Quick Room scene - Classic camera
- rendered with 64-bit Lightwave
16000 x 12000 resolution:
Render time
Speed
difference with the RANCH
Core 2 Quad Q6600 @ 2.40 GHz (64b)
32 hours 49 mn 30 s
56.8 times slower
RANCH
renderfarm
34 mn 41 s
1.0
The total project time includes the optimized
tiling preprocessing (~3 mn), the render time (see above) and the recombining pass /
compression phase (~ 3 minutes). But you pay only the render time.
Right-click
here and choose 'Save Target as...' to download the 16K x 12K JPG image (19 MB) and
see the incredible level of detail available in this resolution!
The RANCH also offers the unique feature of a statistical analysis of the rendered scene. In addition
to the final image, the user gets back a 1024 pixels wide - or high if in portrait mode - picture
with the 'stats_" prefix. This image shows the percentage of the total render time used by
each tile.