#Suicide as an option <g>
>> And if they are sharing "texture maps" couldn't there be a conflict, or
>> bottle neck.
Remember, texture maps only get loaded once during a typical
rendering (except of course for animated texture maps, which no one
has mentioned yet.)
We have stored all of our texture maps on the server for years, and
haven't seen any major network trafice due to that after the first
frame was rendered. JohnT's problem with video post is more serious,
compositing will cause more of a problem.
Half of our systems are on thin coax, the other half are on twisted
pair. We have never noticed a difference between the two for our 16
machines, so my guess is that it has to do with the server's I/O
speed. (Can't help you there, we run Sun workstations for servers.)
Never had a network rendering problem after we got 3DS3 net rendering
figured out.