3ds Max :: Limiting Number Of Cores Which Are Used During Rendering
Oct 4, 2011
Is there a way to limit the number of cores which are used by MR during rendering ? I know that I can switch from multi-core to single-core rendering in max configuration but can I ask MR to use only 6 of the 8 cores available in my CPU ?
The purpose is to be able to use the same computer for other tasks waiting for MR rendering to complete (during some test rendering for example), because when all cores are used it's quite impossible to do something else on the same computer.
However my machine is not using all cores and is rendering very slowly.I have a mac pro running os 10.9, 2 x 2.4 GHz 6-Core, 64GB RAM, and my graphics card is an NVidia Quadro 4000 with Cuda version 5.5.28. I've looked for updates, but everything seems to be current. Not sure what I should do?
Fast Draft:Available Texture Memory:1515.00 MBRay-tracing:GPU
When you render an shot, is there a way to get the frame number to be included in the rendered image? So that when they are put together into a movie a viewer can pause to see what frame it's on so that accurate critiques can be made.
I see how to resize images by change the pixels or dimensions but is there a way to limit the file size? For example, when submitting images for review some organizations set a limit on the size of the file, i.e, files may be now larger than 5MB. Other than byt trial and error is there a way to set a file size limit?
How do you limit translation/rotation of components in Assembly mode? I'm volunteering as a teacher to some high school students and we're modeling a robotic arm using syringes as prime movers. I want to keep the linkages from traveling inside-out and limit the travel of the syringe plunger.
I am working with a lot of layers in PS and frequently I need certain adjustments to affect each transparent layer in the group without affecting any groups underneath. Is there a way to do so without resorting to masks? In other words is there a way to group adjustments with particular groups rather than with particular layers?
I recall reading an adobe post a while back that PS can run on Quadcore or more machines, but that it can only use 2 cores. The others don't really factor in. Now I can only find references to "Multiprocessor" usage, without stating whether that means 2, 4. or 8. Has anyone found specific info on this with regard to PSCS3?
I'm purchasing a new Mac Pro 12 Core Desktop and I was wondering can Cs6 use all 12 cores of the processor ? Also, How much real ram can Photoshop use ?
If i like to resize (no transformation) my textarea in Photoshop CS3 on my Q6600 Quadcore I always get a font size of --21474836,, Px ... seems that there goes something wrong while calulating... But for what.. Text size should stay as is...
Also I get some strange image resizing errors... If I resize an image I get some kind of grid in it where are only transparent pixels... (changing transformation method to smooth solved the problem for now) What is wrong with PS ... Kind of strange things also happen in ID and Acrobat...?
Ok I thought it could be a float problem with my multicore so I opened the taskmanager and set Photoshop to only use CPU 2, 3 and 4... And everything seems to be ok...
Always setting the CPU cores in the taskmanager wouldn't be the best i can imagine.
I have a model, 3 meshes from realflow I've imported into 3ds to render. now, rendering with quicksilver is crazy stupid fast, it's awesome. But in my viewport, it can take as much as a minute to view the next frame in my animation. I read in the release notes for 2012: [URL] ..... that the Nitrous would use multiple cores for rendering the viewports, but, when I use taskmanager and look at what is being used, only one is being used to update the viewport. My meshes are averaging about 3 million faces each, for a total of about 9 million faces. I do realize that that is fairly huge, but I thought that 3dsmax could handle 20 to 25 million...I'll give you my pc specs as well. This is on my Desktop in my sig. I have tried the nitrous and direct3d drivers.
Laptop: HP Pavilion Quad Core 1.60Ghz with Hyperthreading, 8Gigs Ram, Windows 7 64, Nvidia Geforce GT 230m, 3DS Max 2011 Desktop: Custom Dual Intel Xeon 6 Core CPU's @ 2.4GHz each, 48GB Ram, Windows 7 64Bit, Dual AMD FirePro V7900 2048MB Ram
I have a NVidea Quadro FX 1800 card. The NVidea Control Panel information shows 64 CUDA cores(screen grab attached). Yet the iRay message window shows 0 CUDA cores (screen grab attached).
how I can get the iRay Renderer to use the CUDA cores on my machine?
I am studying Graphic Design at Uni and buying my first mac as well as Adobe Phtotoshop and Illustrator (CS6). I have decided to purchase the 13" MacBook Pro however I am unsure whether there is any advantage of having the Core i7 instead of the Core i5. Can CS6 take advantage of the extra cores?
I heard that AutoCAD use Mental Ray render. How many maximum parallel threads can use this algorithm? I want buy new graphic station based on dual-socket Intel Xeon (each CPU has 6 cores with Hyper Threading technology). Thereby a computer will be equipped with 24 logical CPUs.
Can AutoCAD 2012 fully utilize such a performance for parallel computing when render?
We have repeated crashing on a scene that uses Light Tracer... if we remove Light Tracer it doesn't crash the nodes. It's particularly annoying that our other nodes are 24 cores and they work fine.
So, the spec of the crashing nodes with 32 cores are AMD Opteron 6276 2.30 ghz 4 processors (8 cores each). 64GB RAM, Windows Server 2008 R2 SP1.
I've a CPU with four cores and also enabled hyperthreading.
But if I do an import by Lightroom it uses at best 25 % of my overall CPU performance.
If it would start many low prio threads, it would speed up my import a lot, as I've import very often 2,000 up to 8,000 pictures.
In my case it could speed up the process by factor 4. And that would be great, as also an Intel i7 with 3.4 GHz has a lot of work to do, so the import of 2,000 images takes in my case perhaps 15 or 20 minutes. I did not watch the time.
Is there any chance, to tell Lightroom to use more threads and spread them over all the (virtual) CPUs?
why i cannot change the color of the background when rendering? It is always black, and i cannot attached or make new material, if need to attach jpeg or new texture on my drawing, cannot create new material. what should i do? im currently using autocad for mac 2012.
How to “synchronize” the ‘layout number” with “sheet number”?
As in most cases, the arrangements of “lay outs” reflects the way they are regularly printed, then how could we renumbering the sheets such that the first lay out takes number 1, the second lay out takes number 2,…and so forth.
I just download a trail version of Adobe Photoshop CC and plainning to use Photoshop for all of my 3D works. My systems specs is AMD FX 6100 on the CPU side, NVida GeForce GTX 560 Ti, 8 gig of DDR3 1333 Mhz RAM and WD Black 1 TB and Window 8 64-bit.
when I use photoshop cc to render 3D text, I see that it use more of CPU power and the RAM don't even move.
i check these status using Logitech G510 gaming keyboard LED screen.
I understand 8 gig is more enough for gaming but for intensive task like 3D rendering, I heard that I need 12 gig or 16 gig. My motherboard support up to 32 gb but that will cuase more and thinking of upgrade to 16 gig of RAM. my motherboard only support 1333 mhz and I don't want to upgrade my motherboard.
I have Photoshop via Creative Clouds and it is great.Suddenly the 3d rendering looks different. Before it was some squeer boxes that appear on the screen and now they are dissapear and it is just one box with marching ants around it. How can I get it back?
So I made a house, and imported it into 3ds max. None of the materials that I applied in auto cad architecture using images, did not appear in 3ds max. So I tried adding bitmaps in 3ds max. the Problem is, when I add a bitmap in 3ds max, the material appears in the view-port, but when I render the material texture wont show. Only a color comes.
For example, I applied a grass bitmap image. When I render, instead of the grass texture appearing, only the color green appears.
I've been using 3D Max for a few years,but I never came across this problem before. I start to render and first 50 frames works fine, but after 50 something frames my laptops is turned off with no message or error or anything.
My laptop is a Dell XPS 8GB RAM i7-3520 @ 2,9 Ghz, it's Intel HD 4000 2GB and I'm using 64 bit windows 7.
I really do not under stand why the particles do not render. you can easily see that they are in the model. I am showing 10% in the view and rendering 100% yet when I render I get none at all.
I'm getting a totally black rendering using iray on an existing file that was created using mental ray. I've tried changing the exposure. Can I use iray with an existing file with arch and design mats?
I found that with max design 2013 a typical architectural scene would render in about 20 minutes using daylight system and final gather on my computer whereas a similar kind of scene i create in ..2014 takes hours (the buckets are smaller for some reason by the way ). The computer manager where i work retained the settings i had in ..2013 when he installed ..2014 and i am wondering if that has something to do with it. If so is it possible to successfully reinstall without retaining settings.
i have this problems with rendering, ok what i did was i colored my bug i created..i use Vertex paint, colored it, looks fine and dandy, but when i render it...it has no color so i havent applied anything else on it besides Vertex paint. I just started using this program only a few days ago, so what am i missing? is there something i need to do before i render the my whole bug with colors?
I have decompiled one of the mdl files from Half Life 2 and imported it into 3ds max successfully. In the preview panel, you can see that the textures are on the model. However, when I render, the textures do not show; I just see a black white model.
I have 2 questions. I am working on a room and am rendering to texture. Once I have baked the textures and applied them to the objects, the objects turn gray. How do I view how the texture looks?
Also- if I grouped the walls for the 2 rooms, will that make it so I can render them to texture at one time? If I do a Select All there is no name under Objects to Bake in Render to Texture.
Using a 288MB quicktime file (1920x1080) shot with a Nikon D7000, all I did in PS was add two curves layers, one masked and the other not.
If I export (to the same file type) with "all frames" selected, the file balloons to 21GB and the rendering is lousy: jagged, as if most of the frames are dropped.
That doesn't happen, however, if I export a short range of frames (400 frames out of a total 2810). Rendering comes out fine and the file size seems to be comensurate with its portion of the original. When I try to export the whole video using the first and last frames of the video in the range dialogue, PS freezes up.
The original, unedited video, however, plays fine, it's just overexposed.
I'm running Win 7, 64bit, 16GB RAM, core i7 3.4GHz cpu, with an Nvidia GeForce GT 530.
When I render a 3D scene in Photoshop CS6, is the GPU of my system of any use? Whenever I render any 3D scene in PS, I have noticed that the GPU stays idle, it does nothing, everything seems to be done by the CPU. Is it supposed to be this way?
OpenGL _is_ correctly enabled in PS and I have just one video card in my system (GTX660 Ti 3GB).