tile_rendering#
-tile_rendering tile_count tile_index
Splits images into multiple tiles based on the input tile number and renders the specified tile number.
Sometimes you are not necessarily working on a sequence of frames and it can be very useful to distribute a single frame on multiple machines to speed up render times.
Argument | Description |
---|---|
tile_count |
split the frame into the specified number of tiles |
tile_index |
render the specified tile index |
Note
Tile rendering deactivate kernel filters (such as Gaussian Blur or OptiX Denoiser) as they need the whole image to be processed.
Examples#
Let's say we want to split our renders into 16 tiles and render the tile number 2. We would use the following command line:
cnode my_scene.project -tile_rendering 16 2
Now assuming the filename of the image to render is my_render
, the rendered frame is 50 and the extension is set to EXR
the resulting filename of the tile will be:
my_render.tilex16-02.0050.exr
Now if you checked Split Aovs In Separate Files
in the Preferences Panel and you rendered diffuse
and specular
AOVs you will get:
my_render.tilex16-02.0050.exr
my_render_diffuse.tilex16-02.0050.exr
my_render_specular.tilex16-02.0050.exr
It's actually pretty simple. The tile identifier is always appended after the filename and before the extension.
For example, if you image name is my_render####
, the rendered frame 50 and the extension EXR
, the result will be:
my_render0050.tilex16-02.exr
Note
The tile_index is padded to the same length as tile_count. So if you have 500 tiles then tile_index
is padded with 3 digits: 000
Let's say we would like to render the image below on 8 machines:
To do so you we need to specify on machine 1:
cnode bike.project -tile_rendering 8 1
On machine 2
cnode bike.project -tile_rendering 8 2
and so on until machine 8:
cnode bike.project -tile_rendering 8 8
We would then get 8 different renders which would form the final render when combined:
Warning
CNode only saves the tiles. To get your final reconstructed image you currently need to merge all tiles using a compositing package.