[Bf-cycles] GPU future

David Black db4tech at yahoo.co.uk
Tue Dec 11 01:29:27 CET 2012


Hi,

Would you be able to achieve your idea by using render layers and layer 
masks?  Render some parts with GPU, others with CPU then combine the 
results.

Just trying to think of helpful workarounds,

David
-- 

3d-designs-davidblack.blogspot.com 
<http://www.3d-designs-davidblack.blogspot.com>

On 09/12/2012 14:43, Juan Pablo Scotto wrote:
>
> Thanks for the reply. I see. Just thought that because the limit of 
> the VRAM.
>
> Cheers.
>
>
>
> > From: brechtvanlommel at pandora.be
> > Date: Sun, 9 Dec 2012 15:30:01 +0100
> > To: bf-cycles at blender.org
> > Subject: Re: [Bf-cycles] GPU future
> >
> > Hi,
> >
> > On Sun, Dec 9, 2012 at 3:10 PM, Juan Pablo Scotto
> > <juanpscotto at hotmail.com> wrote:
> > > But is it posible to implement, one feature that gives you the 
> posibility to
> > > choose what objects in a scene can be rendered in CPU or GPU?.
> > > For example if you are making a scene with grass with hair and other
> > > objects. You can render the grass with cpu and the other objects 
> in GPU.
> > > That will be very usefull for the people that has a GPU with less 
> Vram than
> > > RAM.
> > >
> > > I'ts just and opinion. What do you think about? Is it totally 
> crazy the
> > > idea?
> >
> > Hybrid rendering where you split shading and ray intersection can be
> > done as shown by Luxrender. Intersecting some objects and the GPU and
> > some on the CPU is possible in principle, but it gets tricky and I'm
> > not so sure about the advantages over just doing all intersections on
> > the CPU then, speed gains might be minimal.
> >
> > For Cycles I don't see hybrid rendering as a priority, I think there's
> > many other optimizations that should be tackled first.
> >
> > Brecht.
> > _______________________________________________
> > Bf-cycles mailing list
> > Bf-cycles at blender.org
> > http://lists.blender.org/mailman/listinfo/bf-cycles
>
>
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