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	<title>Comments on: 11.5 Rendering Speed Comparison</title>
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	<link>http://kaithestuffguy.com/2009/09/08/11-5-rendering-speed-comparison/</link>
	<description>Kai Pedersen's Animation Blog</description>
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		<title>By: Kai Pedersen</title>
		<link>http://kaithestuffguy.com/2009/09/08/11-5-rendering-speed-comparison/comment-page-1/#comment-479</link>
		<dc:creator>Kai Pedersen</dc:creator>
		<pubDate>Sat, 21 Aug 2010 07:15:25 +0000</pubDate>
		<guid isPermaLink="false">http://kaithestuffguy.com/?p=473#comment-479</guid>
		<description>11.5 is Multithreaded as well it didn&#039;t use bucket rendering it used scan lines but you would have one scanline for each CPU so it was very efficient with multiple Cores. That said a lot of the focus of the article is on speeds up due to specific features that were not multithreaded now being multithreaded. Soft Shadows and Sub Polygon displacements were not multithreaded in 11.5 and now they are so yes a lot of the speed up is because certain features that only worked on a single core now calculate on all cores. Those were preprocessing features of the renderer so now the preprocessing stage is much faster allowing you to get to the actual rendering whichis pretty much the same as before with the exception of Render instances, which is a new rendering technology for Cinema 4D where instances are true copies of the original geometry with different shading samples making them extremely efficient instead of actually copying and then calculating the geometry as our old instancing did.

Thanks for commenting.</description>
		<content:encoded><![CDATA[<p>11.5 is Multithreaded as well it didn&#8217;t use bucket rendering it used scan lines but you would have one scanline for each CPU so it was very efficient with multiple Cores. That said a lot of the focus of the article is on speeds up due to specific features that were not multithreaded now being multithreaded. Soft Shadows and Sub Polygon displacements were not multithreaded in 11.5 and now they are so yes a lot of the speed up is because certain features that only worked on a single core now calculate on all cores. Those were preprocessing features of the renderer so now the preprocessing stage is much faster allowing you to get to the actual rendering whichis pretty much the same as before with the exception of Render instances, which is a new rendering technology for Cinema 4D where instances are true copies of the original geometry with different shading samples making them extremely efficient instead of actually copying and then calculating the geometry as our old instancing did.</p>
<p>Thanks for commenting.</p>
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		<title>By: jeremy</title>
		<link>http://kaithestuffguy.com/2009/09/08/11-5-rendering-speed-comparison/comment-page-1/#comment-475</link>
		<dc:creator>jeremy</dc:creator>
		<pubDate>Wed, 18 Aug 2010 15:47:06 +0000</pubDate>
		<guid isPermaLink="false">http://kaithestuffguy.com/?p=473#comment-475</guid>
		<description>It seems like a lot of these speedups might just be due to multithreading. If the latest version uses bucketing and the previous didn&#039;t, you are effectively quadrupling the speed without actually showing the speed of the algorithms. That&#039;s all very well for a single interactive render, but doesn&#039;t reflect what it would be like to run on a farm, or run a movie out with one frame per proc, or whatever. Maybe you should run them all on 1 proc to see if there are any &quot;real&quot; speedups?</description>
		<content:encoded><![CDATA[<p>It seems like a lot of these speedups might just be due to multithreading. If the latest version uses bucketing and the previous didn&#8217;t, you are effectively quadrupling the speed without actually showing the speed of the algorithms. That&#8217;s all very well for a single interactive render, but doesn&#8217;t reflect what it would be like to run on a farm, or run a movie out with one frame per proc, or whatever. Maybe you should run them all on 1 proc to see if there are any &#8220;real&#8221; speedups?</p>
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		<title>By: treehouseturtle/blog &#187; Blog Archive &#187; MAXON Unveils CINEMA 4D Release 11.5</title>
		<link>http://kaithestuffguy.com/2009/09/08/11-5-rendering-speed-comparison/comment-page-1/#comment-212</link>
		<dc:creator>treehouseturtle/blog &#187; Blog Archive &#187; MAXON Unveils CINEMA 4D Release 11.5</dc:creator>
		<pubDate>Thu, 29 Oct 2009 14:42:06 +0000</pubDate>
		<guid isPermaLink="false">http://kaithestuffguy.com/?p=473#comment-212</guid>
		<description>[...] Kai Pedersen, a freelance 3D artist, did some tests regarding render instances. He set up 10 different scenes and rendered each scene with Cinema 4D R10.5, R11 and R11.5. It appears that R11.5 renders 2 to 3 times faster than R11. And compared to R10.5, 5 to 6 times faster. Except for his Mini Cooper scene, wich rendered out 16 times faster! You can view the full results on Kai Pedersens blog. [...]</description>
		<content:encoded><![CDATA[<p>[...] Kai Pedersen, a freelance 3D artist, did some tests regarding render instances. He set up 10 different scenes and rendered each scene with Cinema 4D R10.5, R11 and R11.5. It appears that R11.5 renders 2 to 3 times faster than R11. And compared to R10.5, 5 to 6 times faster. Except for his Mini Cooper scene, wich rendered out 16 times faster! You can view the full results on Kai Pedersens blog. [...]</p>
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	<item>
		<title>By: Kai Pedersen</title>
		<link>http://kaithestuffguy.com/2009/09/08/11-5-rendering-speed-comparison/comment-page-1/#comment-198</link>
		<dc:creator>Kai Pedersen</dc:creator>
		<pubDate>Wed, 30 Sep 2009 15:12:57 +0000</pubDate>
		<guid isPermaLink="false">http://kaithestuffguy.com/?p=473#comment-198</guid>
		<description>Depends on the type of work, your needs, and how familiar you are with RiSpec. If you aren&#039;t really familiar with Renderman and are just concerned with high quality displacements then 11.5 with Advanced Render should be more than enough. Displacement alone wouldn&#039;t be why I would switch to a Renderman compliant renderer. motionblur, speed, scalability, complex shading, pipeline those are the better reasons to switch, but the learning curve is definitely a big hit to jumping into one of the Renderman compliant renderers.

Thanks for commenting.</description>
		<content:encoded><![CDATA[<p>Depends on the type of work, your needs, and how familiar you are with RiSpec. If you aren&#8217;t really familiar with Renderman and are just concerned with high quality displacements then 11.5 with Advanced Render should be more than enough. Displacement alone wouldn&#8217;t be why I would switch to a Renderman compliant renderer. motionblur, speed, scalability, complex shading, pipeline those are the better reasons to switch, but the learning curve is definitely a big hit to jumping into one of the Renderman compliant renderers.</p>
<p>Thanks for commenting.</p>
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		<title>By: sev</title>
		<link>http://kaithestuffguy.com/2009/09/08/11-5-rendering-speed-comparison/comment-page-1/#comment-196</link>
		<dc:creator>sev</dc:creator>
		<pubDate>Wed, 30 Sep 2009 12:13:45 +0000</pubDate>
		<guid isPermaLink="false">http://kaithestuffguy.com/?p=473#comment-196</guid>
		<description>nice tests

the good displacement render time is a nice improvement
so there is only little/no need for me to check out the delight renderman compatible render</description>
		<content:encoded><![CDATA[<p>nice tests</p>
<p>the good displacement render time is a nice improvement<br />
so there is only little/no need for me to check out the delight renderman compatible render</p>
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