What if a frame, or several frames or small sequence of seconds is requested to be previewed?
Possibly it's more dynamic, and not just set up one way.
It's possible to parallelise this across several processes on different machines, but this is obviously less efficient because you'll have to do all the render startup tasks (reading resource files, building acceleration structures) multiple times.
Parallelize per frame and you can only have a few computers. They actually parallelize per pixel (see my other reply).
Rendering a single frame across multiple machines sounds wasteful. They would have to load the exact same textures and models for a single frame across all of them. When batch rendering, it would be more efficient to do that work just once per frame.
By the way, if you haven't heard of Blinn's Law [0], you may find it interesting.
[0] http://blog.boxxtech.com/2013/07/15/blinns-law-and-the-parad...
On an individual box frames are split up into tiles and the tiles are rendered on individual cpu cores.
The unit of parallelization for renders is always the frame. On a machine with multiple cores each core will render tiles in parallel, but across machines jobs are split up by frame. This is both because it's the simplest type of distribution for people to understand (machine goes bad? You lose one frame, not arbitrary pixels in an image). But also because it's most efficient for a single machine to read all the data for a single frame instead of multiple machines requesting the same data repeatedly across the network. I think people tend to underestimate just how massive the geometry and scene description files are for a typical feature and how much of the work involves managing the storage and network efficiency.