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> Forum Home > Announcements > The Year in Smedge

  Tue, 05/Jan/2010 7:41 PM
Robin
1138 Posts
Here is a timeline for this year's releases and a highlight of some of the new features that will be available in each version. The list of features is not exhaustive. Lots of smaller changes will be included all along, though it's difficult to predict when any specific change may get included at this point.

Smedge 2010 Update 1
01 February 2010
  • Simplified Service Installation
  • Fry
  • Nuke script translation
  • Improved Maya module finding executable automatically
  • Some small utility improvements and bug fixes
  • Smedge 2011 Beta 1
    03 May 2010
  • Unicode
    (works in any lanuguage)
  • Unified Data Storage
    (optimize data storage and simplify future updates)
  • Wake on LAN
    (wake render nodes from a low power state when needed)
  • Centralized Updates
    (without manual restart)
  • Distribution options
    (reverse, binary descent, priority as percentage)
  • Stay-Resident Rendering
    (decreasing load time)
  • Smedge 2011 Beta 2
    02 August 2010
  • Distributed Master
    (simplified installation, operation and reduce network and system overhead)
  • Runtime Product Control
    (allows on-the-fly creation/editing of versions and custom products on all connected nodes without restarting)
  • Unified Event system
    (Event commands + Herald rolled into a system to control any action for any event run by any node)
  • Job grouping
  • Smedge 2011 Beta 3
    27 September 2010
  • Customizable Lists
  • Customizable Views
  • Customizable Toolbar
  • Wedge Wizard
    (allows you to sample across a parameter to see how changes to that parameter impact rendering time or quality)
  • Customizable Marking Menu
  • Smedge 2011
    31 October 2010
    Final Release


    You can also see a timeline with a little more detail in this Google Docs spreadsheet:
    http://spreadsheets.google.com/ccc?key=0AiFEAhudUT32dFdNcjhLWUZwdmZ5aW5mYWhQUy1iRUE&hl=en

    If you have any questions, please let us know! Thanks
    -robin

    Edited by author on Mon, 01/Feb/2010 11:08 AM
       
      Mon, 18/Jan/2010 3:08 PM
    QuakeMarine1
    177 Posts
    "Stay-Resident Rendering (decreasing load time)"

    thats for 3dsmax ?
       
      Mon, 18/Jan/2010 4:13 PM
    Robin
    1138 Posts
    Stay resident rendering will be the underlying technology to allow that type of system to work, and them implementation in specific Modules as possible. I know that Maya can do it, but I'm not sure about Max or other products.

    -r
       
      Mon, 18/Jan/2010 5:09 PM
    QuakeMarine1
    177 Posts
    3ds can do too
    I know Renderpal and some other manager support it already
    "backburner" the inbuild 3ds render manager do it too
    instead of 3dsmaxcmd.exe that apps. call 3dsmax.exe directly (but i not know how)
       
      Tue, 19/Jan/2010 1:30 AM
    Robin
    1138 Posts
    Cool. I'll do more research to implement for Max as well as Maya. If anyone else knows of other tools that can do this, or has any specific details about how to accomplish, please contact me.

    Thanks
    -r
       
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