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	<title>BlenderNet - All Forums</title>
	<link>https://www.blendernet.com/?page_id=21/</link>
	<description><![CDATA[Distributed rendering made easy]]></description>
	<generator>Simple:Press Forum Version 4.0.4</generator>
	<atom:link href="https://www.blendernet.com/?page_id=21&#038;xfeed=all" rel="self" type="application/rss+xml" />
<item>
	<title>jestock on Open Source</title>
	<link>https://www.blendernet.com/?page_id=21/blendernet-announcements-and-promotional-offers/open-source/#p36</link>
	<category>BlenderNet Announcements and Promotional Offers</category>
	<guid isPermaLink="true">https://www.blendernet.com/?page_id=21/blendernet-announcements-and-promotional-offers/open-source/#p36</guid>
	<description><![CDATA[BlenderNet is undergoing a radical shift in the overall approach to distributed rendering. Instead of being a fee based service, BlenderNet will now be a completely free service supported by its members. In the coming weeks we will make the source code for the render nodes available as a free open source download. We will continue to develop and maintain the source code for the render nodes as well as integrate patches provided to us by the open source community. To help with the cost of running the BlenderNet web server we will support this free service by partnering with advertisers with the possibility of introducing an ad-free alternative at a later time.

While we encourage you to make your render nodes available for public use, we also support private render nodes that only you or your team can access. This option allows you to have a virtual private render farm for your rendering needs. More information regarding the service will be provided as we progress closer towards the release date.
]]></description>
	<pubDate>Sun, 19 Jun 2011 08:40:08 -0600</pubDate>
</item>
<item>
	<title>jestock on Dead?</title>
	<link>https://www.blendernet.com/?page_id=21/general-support-questions/dead/#p35</link>
	<category>General Support Questions</category>
	<guid isPermaLink="true">https://www.blendernet.com/?page_id=21/general-support-questions/dead/#p35</guid>
	<description><![CDATA[<p>Yes, we are still planning to launch the service. As of now we do not have a planned release date.</p>
]]></description>
	<pubDate>Tue, 07 Jun 2011 11:12:52 -0600</pubDate>
</item>
<item>
	<title>yo on Dead?</title>
	<link>https://www.blendernet.com/?page_id=21/general-support-questions/dead/#p34</link>
	<category>General Support Questions</category>
	<guid isPermaLink="true">https://www.blendernet.com/?page_id=21/general-support-questions/dead/#p34</guid>
	<description><![CDATA[<p>You guys still planning to launch a Blender render service?</p>
]]></description>
	<pubDate>Sun, 10 Apr 2011 20:19:22 -0600</pubDate>
</item>
<item>
	<title>jestock on Alive ?</title>
	<link>https://www.blendernet.com/?page_id=21/general-support-questions/alive/#p33</link>
	<category>General Support Questions</category>
	<guid isPermaLink="true">https://www.blendernet.com/?page_id=21/general-support-questions/alive/#p33</guid>
	<description><![CDATA[<p>BlenderNet is essentially a renderfarm in the traditional sense but with a much easier to use interface. The machines that handle the actual rendering of your scenes are called <em>Nodes</em>&#160;and are managed by the BlenderNet User Interface. The BlenderNet Job Scheduler handles the task of distributing the tasks to the various Nodes who perform the rendering. Once rendering is complete the jobs are sent back to the BlenderNet Job Scheduler to be distributed to the proper user account for retrieval.</p>
<br />
<p>BlenderNet supports different types of Nodes: Official Nodes which are provided and maintained by the staff at BlenderNet and Contributed Nodes which are provided by other members. In order to use the Official Nodes to their full potential you will need to purchase what we call Credits. These Credits are used as a type of currency for BlenderNet and are only used when your task is rendered by an Official Node. If you do not have any credits then your task will be rendered using Contributed Nodes and there is no cost.</p>
<br />
<p>The pricing scheme is still under development but the above should give you a good overview of how pricing will work with the BlenderNet service.</p>
]]></description>
	<pubDate>Thu, 11 Mar 2010 08:41:07 -0600</pubDate>
</item>
<item>
	<title>pyroevil on Alive ?</title>
	<link>https://www.blendernet.com/?page_id=21/general-support-questions/alive/#p32</link>
	<category>General Support Questions</category>
	<guid isPermaLink="true">https://www.blendernet.com/?page_id=21/general-support-questions/alive/#p32</guid>
	<description><![CDATA[<p>okay , that a great news !</p>
<p>But your service is a cooperative rendering service where you can join your computers&#160;to the grid</p>
<p>for&#160;help yours and&#160;others projects calculation or is a traditionnal renderfarm services where you&#160;to rent\buy</p>
<p>computer power from a big&#160;renderfarm on your side ?</p>
]]></description>
	<pubDate>Tue, 19 Jan 2010 18:01:35 -0600</pubDate>
</item>
<item>
	<title>jestock on Alive ?</title>
	<link>https://www.blendernet.com/?page_id=21/general-support-questions/alive/#p31</link>
	<category>General Support Questions</category>
	<guid isPermaLink="true">https://www.blendernet.com/?page_id=21/general-support-questions/alive/#p31</guid>
	<description><![CDATA[<p>BlenderNet is very much alive, however at the moment the project is dormant. We are currently re-assessing our queue manager for faster performance and hope to have a working public demo available soon. The biggest challenge at the moment is computing power. Simply put we need more hardware resources in order for BlenderNet to perform at its full potential.</p>
<br />
<p>You will not be able to submit a project for rendering until we open the service to the public. BlenderNet is currently in the late alpha stage and is very close to being complete for a public demonstration. Once we have more dedicated resources for rendering we will be launching another public test. Subscribe to our news feed to be notified when the public test will occur. In the meantime please feel free to ask any questions you may have.</p>
]]></description>
	<pubDate>Tue, 19 Jan 2010 13:03:26 -0600</pubDate>
</item>
<item>
	<title>pyroevil on Alive ?</title>
	<link>https://www.blendernet.com/?page_id=21/general-support-questions/alive/#p30</link>
	<category>General Support Questions</category>
	<guid isPermaLink="true">https://www.blendernet.com/?page_id=21/general-support-questions/alive/#p30</guid>
	<description><![CDATA[<p>Hi !</p>
<p>Just want to know if your service is alway be supported or is dead.</p>
<p>Because it&#39;s seem to be a really cool service but i don&#39;t see any sign</p>
<p>of life until august 2009 , date of the last news. And no application is</p>
<p>available to download for install it on my computer. I trying to submit a</p>
<p>test too and it&#39;s seem to not working.</p>
<br />
<p>thanks and hoping you keep working on this great project !</p>
]]></description>
	<pubDate>Tue, 19 Jan 2010 12:12:02 -0600</pubDate>
</item>
<item>
	<title>BrianH on Single Image Bucket Rendering</title>
	<link>https://www.blendernet.com/?page_id=21/future-feature-ideas/single-image-bucket-rendering/#p29</link>
	<category>Future Feature Ideas</category>
	<guid isPermaLink="true">https://www.blendernet.com/?page_id=21/future-feature-ideas/single-image-bucket-rendering/#p29</guid>
	<description><![CDATA[<p>This opens up a whole new level of functionality for BlenderNet. &#160;We could essentially tap into the bpy API and create limitless features by generating scripts from the node (or passed down from the server), which would then be passed into Blender to execute. &#160;This would provide a very quick way for the user to make changes for re-rendering, such as enabling/disabling render layers, switching active camera views, etc., completely eliminating the need to re-upload their blend file to make the changes they want.</p>
<p>The entire 2.49 Identifier Index can be found here:</p>
<p><a href="http://www.blender.org/documentation/249PythonDoc/identifier-index.html" rel="nofollow" target="_blank">http://www.blender.org/documen.....index.html</a></p>
]]></description>
	<pubDate>Thu, 30 Jul 2009 10:10:42 -0600</pubDate>
</item>
<item>
	<title>BrianH on Single Image Bucket Rendering</title>
	<link>https://www.blendernet.com/?page_id=21/future-feature-ideas/single-image-bucket-rendering/#p28</link>
	<category>Future Feature Ideas</category>
	<guid isPermaLink="true">https://www.blendernet.com/?page_id=21/future-feature-ideas/single-image-bucket-rendering/#p28</guid>
	<description><![CDATA[<p>
<p>I whipped up a quick script and tested it out, and it&#39;s working&#160; &#160;Save the following script as border.py:</p>
<br />
<p>import Blender<br /> from Blender import Scene<br /> from Blender.Scene import Render <br /> <br /> scn = Scene.GetCurrent()<br /> context = scn.getRenderingContext()<br /> context.enableBorderRender(1)<br /> context.setBorder(0.1, 0.4, 0.2, 0.6)</p>
<br />
<p>Then execute Blender from the command-line by typing:</p>
<br />
<p>./blender -b ~/Desktop/bordertest.blend -P ~/Desktop/border.py -f 1</p>
</p>
]]></description>
	<pubDate>Thu, 30 Jul 2009 09:43:42 -0600</pubDate>
</item>
<item>
	<title>BrianH on Single Image Bucket Rendering</title>
	<link>https://www.blendernet.com/?page_id=21/future-feature-ideas/single-image-bucket-rendering/#p27</link>
	<category>Future Feature Ideas</category>
	<guid isPermaLink="true">https://www.blendernet.com/?page_id=21/future-feature-ideas/single-image-bucket-rendering/#p27</guid>
	<description><![CDATA[<p>BlenderNet will greatly benefit from being able to distribute a rendering job for single frame images using a bucket rendering system. &#160;Because the system is designed to run through the command line, and there isn&#39;t any options available. &#160;This can be worked around by passing in a script that uses the bpy functions&#160;enableBorderRender() and setBorder(). &#160;Each node would then render pieces of the image and then we would need to stitch the image together on our server.</p>
<p><a href="http://www.blender.org/documentation/249PythonDoc/Render.RenderData-class.html#enableBorderRender" rel="nofollow" target="_blank">http://www.blender.org/documen.....rderRender</a></p>
<p>We could even modify the node to use user-submitted settings (with limitations of course) to determine how many nodes can render the image. &#160;We might even be able to "auto determine" a suggested setting for optimal performance (based on image size and estimated render time, etc.)</p>
]]></description>
	<pubDate>Wed, 29 Jul 2009 21:59:17 -0600</pubDate>
</item>
<item>
	<title>BrianH on .blend file encryption/decryption</title>
	<link>https://www.blendernet.com/?page_id=21/future-feature-ideas/blend-file-encryptiondecryption/#p26</link>
	<category>Future Feature Ideas</category>
	<guid isPermaLink="true">https://www.blendernet.com/?page_id=21/future-feature-ideas/blend-file-encryptiondecryption/#p26</guid>
	<description><![CDATA[<p><strong>Forewarning: </strong>This becomes a heated issue when discussing it with official developers, because they see no reasoning for it. &#160;However, we have a special need for it. &#160;Read on.</p>
<p>We currently have a huge security hole in our distribution method to contributed nodes. &#160;In a nutshell, any user that creates a contributed node will have full administrator access to other users source project files that are currently rendering on their CPU. &#160;This opens up a lot of legal issues for copyright infringement, and if exploited, could very well ruin our reputation of providing security for customer&#39;s data.</p>
<p><em>Side note: The terms of usage needs updated to represent that we will not be held liable for this type of infringement.</em></p>
<p>Anyways, given that Blender is open source, we have full access to creating and modifying the applications open/save routines to allow for encryption/decryption of .blend files. &#160;This modified version of Blender could then be distributed along with the BlenderNode for each operating system, providing a much more secure method of distribution. &#160;The .blend files would be encrypted after the user uploads it to our server, and then the encrypted file could be securely transfered to the Render Nodes with much less worry about prying eyes.</p>
<p>There&#39;s some things we really have to look more into though ...</p>
<p>First, we have to understand how Blender handles opening .blend files. &#160;I&#39;ve done some digging through the source code and found:</p>
<p>/source/blender/blendloader/intern/readfile.c</p>
<p>I&#39;m not very versed in programming and reading someone else&#39;s code just adds to the fire, but I&#39;m pretty sure we could modify it to work. &#160;Which then leads to the second problem:</p>
<p>Blender is Licensed under GPL. &#160;The only way we will be able to implement this type of functionality without needing to release our encryption methods on demand is to create an external library that Blender can call on. &#160;This will bypass the need for us to release our code (ultimately exposing our own encryption and defeating the purpose).</p>
<p>Thoughts, ideas, comments, and/or suggestions?</p>
]]></description>
	<pubDate>Tue, 28 Jul 2009 23:23:11 -0600</pubDate>
</item>
<item>
	<title>BrianH on OSX CPAN Modules won't build. &#091;Fixed&#093;</title>
	<link>https://www.blendernet.com/?page_id=21/blendernet-documentation-and-notes/osx-cpan-modules-wont-build-fixed/#p25</link>
	<category>BlenderNet Documentation and Notes</category>
	<guid isPermaLink="true">https://www.blendernet.com/?page_id=21/blendernet-documentation-and-notes/osx-cpan-modules-wont-build-fixed/#p25</guid>
	<description><![CDATA[<p>If you setup CPAN before installing the developer tools on OSX (XCode), you&#39;ll present yourself with a problem of not being able to compile the modules you need.</p>
<p>The Fix: Install the latest version of XCode, then execute the following command:&#160;</p>
<p>sudo perl -e "use CPAN::FirstTime; CPAN::FirstTime::init();"</p>
<p>This will execute the first boot configuration for CPAN, which will then recognize gcc along with the rest of the tools you&#39;ll need.</p>
]]></description>
	<pubDate>Tue, 28 Jul 2009 16:09:38 -0600</pubDate>
</item>
<item>
	<title>BrianH on The Massive Todo List:</title>
	<link>https://www.blendernet.com/?page_id=21/future-feature-ideas/the-massive-todo-list/#p24</link>
	<category>Future Feature Ideas</category>
	<guid isPermaLink="true">https://www.blendernet.com/?page_id=21/future-feature-ideas/the-massive-todo-list/#p24</guid>
	<description><![CDATA[<br />
<p><strong>UI Changes:</strong></p>
<br />
<ul>
<li>Uploadify needs implemented. &#160;The upload process still needs edited.</li>
<li>User Login/Logout form.</li>
<li>Downloading of completed frames.</li>
<li>Team Invitation system.</li>
<li>Remove legacy DetailedRender code.</li>
<li>Consolidation of the JavaScript code and commenting.</li>
<li>Bugfix for submenu creating all active items after new job upload.</li>
<li>Bugfix for completed frames dropdown.</li>
<li>Admin panel functions for database management.</li>
<li>Ability for the user to change their profile information.</li>
<li>.Zip upload support with ability to include cache files.</li>
<li>Functionality for managing pricing tiers.</li>
<li>Implement jQuery grid for Queue Management (Admin panel).</li>
<li>Redesign upload process with ajax similar to the node permission management.</li>
</ul>
<br />
<p><strong>Node/Server/Scheduler:</strong></p>
<br />
<ul>
<li>Modifications to job scheduler to support prioritization and privacy options for the nodes depending on tier level.</li>
<li>Make blender run in a chroot.</li>
<li>Create a benchmark .blend file, along with the ability to log benchmark results and rank nodes based on the results.</li>
<li>Bucket Distribution for Single Frame Renderings.</li>
</ul>
<br />
<p><strong>Service Structure:</strong></p>
<br />
<ul>
<li>Create comparison charts for competitors with pricing plans.</li>
<li>Create Tier titles and their respective available options.</li>
</ul>
<div>Note: Append any additional tasks in a new post in reply to this thread. &#160;Completed Tasks will be <span style="text-decoration: line-through;">crossed out</span> when completion is verified.</div>
<br />
]]></description>
	<pubDate>Sat, 25 Jul 2009 23:10:58 -0600</pubDate>
</item>
<item>
	<title>BrianH on IRC Meeting - Sunday, 19 July 2009</title>
	<link>https://www.blendernet.com/?page_id=21/blendernet-documentation-and-notes/irc-meeting-sunday-19-july-2009/#p23</link>
	<category>BlenderNet Documentation and Notes</category>
	<guid isPermaLink="true">https://www.blendernet.com/?page_id=21/blendernet-documentation-and-notes/irc-meeting-sunday-19-july-2009/#p23</guid>
	<description><![CDATA[<p>
<p>These are some of the key areas we covered during testing for the night.</p>
<p>
<ul>
<li>Registration confirmation emails aren&#39;t being sent out.&#160; The forum is possibly overriding it.</li>
<li>We should look further into cache files.&#160; This is data created by fluid simulations or any other simulation that needs baked into IPO data to render through the command line.</li>
<li>Administration is being added into the front-end for database management.&#160; GUI&#39;s are always a great thing 🙂</li>
<li>CPU detection needs improved.&#160; We need to make it cross platform as well.</li>
</ul>
</p>
</p>
]]></description>
	<pubDate>Mon, 20 Jul 2009 10:59:13 -0600</pubDate>
</item>
<item>
	<title>BrianH on FIRST! Question</title>
	<link>https://www.blendernet.com/?page_id=21/general-support-questions/first-question/#p22</link>
	<category>General Support Questions</category>
	<guid isPermaLink="true">https://www.blendernet.com/?page_id=21/general-support-questions/first-question/#p22</guid>
	<description><![CDATA[<p>Hello rhellik,</p>
<p>BlenderNet is being designed to manage our own dedicated render nodes as well as your own. &#160;The software is completely cross platform and managed through a web-based interface (at <a href="http://www.blendernet.com/members" rel="nofollow" target="_blank">http://www.blendernet.com/members</a> ). &#160;Current functionality supports our dedicated nodes at the moment, but we are working very hard to get our contributed render node management working. &#160;This will allow you to run our software on your render nodes and create an extremely easy to use and setup render cluster.</p>
<p>We are also aiming to provide a commercial rendering solution, so at the moment there are no plans for a free service plan. &#160;We do however plan to make it the most affordable solution for rendering and distributed rendering management.</p>
<p>If you&#39;d like to participate in the public beta, keep your eyes open in the News Section for an official announcement. &#160;Unofficially though, you can join us in #blendernet on irc.freenode.net (port 6667).</p>
<p>Regards,</p>
<p>Brian&#160;</p>
]]></description>
	<pubDate>Mon, 20 Jul 2009 00:44:54 -0600</pubDate>
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