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Distributed Render Farm

There are several levels of CPU allocation that you can use to decrease overall render time by applying more brainpower to the task.

Multi-Threading

First, if you have a multi-core CPU, you can increase the number of threads, and Blender will use that number of CPUs to compute the render.

Frame Ranges

Second, if you have a local area network with available PCs, you can split the work up by frames. For example, if you want to render a 200 frame animation, and have 5 PCs of roughly equal processing power, you can allocate PC#1 to produce frames 1-40, PC#2 to frames 41-80, and so on. If one PC is slower than the others, simply allocate fewer frames to that PC. To do LAN renders, map the folder containing the .blend file (in which you should have packed your external data, like the textures, …) as a shareable drive. Start Blender on each PC and open the .blend file. Change the Start and End frame counts on that PC, but do not save the .blend file. Start Rendering. If you use relative paths for your output pathspec, the rendered frames will be placed on the host PC.

Collaborative Rendering

Third, you can do WAN rendering, which is where you email or fileshare or Verse-share the .blend file (with packed data!) across the Internet, and use anyone's PC to perform some of the rendering. They would in turn email you the finished frames as they are done. If you have reliable friends, this is a way for you to work together.

Remote Renderfarms

Fourth, you can use a render farm service. These services, like BURP, are run by an organization. You email them your file, and then they distribute it out across their PCs for rendering. BURP is mentioned because it is free, and is a service that uses fellow BlenderHead PCs with BOINC-type background processing. Other services are paid subscription or pay-as-you-go services.

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This is the old manual!
For the current 2.7x manual see http://www.blender.org/manual/


User Manual

World and Ambient Effects

World

Introduction
World Background

Ambient Effects

Mist
Stars (2.69)


Game Engine

Introduction

Introduction to the Game Engine
Game Logic Screen Layout

Logic

Logic Properties and States
The Logic Editor

Sensors

Introduction to Sensors
Sensor Editing
Common Options
-Actuator Sensor
-Always Sensor
-Collision Sensor
-Delay Sensor
-Joystick Sensor
-Keyboard Sensor
-Message Sensor
-Mouse Sensor
-Near Sensor
-Property Sensor
-Radar Sensor
-Random Sensor
-Ray Sensor
-Touch Sensor

Controllers

Introduction
Controller Editing
-AND Controller
-OR Controller
-NAND Controller
-NOR Controller
-XOR Controller
-XNOR Controller
-Expression Controller
-Python Controller

Actuators

Introduction
Actuator Editing
Common Options
-2D Filters Actuator
-Action Actuator
-Camera Actuator
-Constraint Actuator
-Edit Object Actuator
-Game Actuator
-Message Actuator
-Motion Actuator
-Parent Actuator
-Property Actuator
-Random Actuator
-Scene Actuator
-Sound Actuator
-State Actuator
-Steering Actuator
-Visibility Actuator

Game Properties

Introduction
Property Editing

Game States

Introduction

Camera

Introduction
Camera Editing
Stereo Camera
Dome Camera

World

Introduction

Physics

Introduction
Material Physics
No Collision Object
Static Object
Dynamic Object
Rigid Body Object
Soft Body Object
Vehicle Controller
Sensor Object
Occluder Object

Path Finding

Navigation Mesh Modifier

Game Performance

Introduction
System
Display
Framerate and Profile
Level of Detail

Python API

Introduction
Bullet physics
VideoTexture

Deploying

Standalone Player
Licensing of Blender Game

Android Support

Android Game development