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[Next: Advanced Network Rendering]

Basic network rendering with ScreamerNet lwsn enables you to harness
your entire network of powerful Macintosh computers to render your
LightWave scenes much faster than would be possible on a single
machine. Network rendering with ScreamerNet is very similar to batch
rendering, described previously, which you should review before
proceeding with the following network rendering tutorial. The primary
difference between network and batch rendering is that some of the
ScreamerNet nodes run on additional Macs on your network, rather
than all on a single Mac.
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Here’s a step-by-step basic network rendering example using
two scenes from DLI_SuperBalls,
the sample content folder that is included with the FREE
Lite version of DLI_SNUB-Launcher, using ScreamerNet
lwsn in batch/network mode (-2) on the Macintosh. After downloading
and unzipping DLI_SNUB-Launcher, copy or move the DLI_SuperBalls
content folder to an administrator user’s Documents folder.
This example uses two ScreamerNet lwsn instances running on two
remote Macs across the local area network from a third host Mac
that's also running the LightWave built-in ScreamerNet network controller.
This basic setup is sufficient for simple network rendering with
a few nodes but for best results with more than a few ScreamerNet
lwsn nodes I prefer to use the Advanced
Network Rendering with Mac ScreamerNet lwsn setup described
later.
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In this example we will use the default Mac OS X config file location
on the host Mac, while logged in as a user with administrator privileges:
/Users/username/Library/Application Support/Newtek/LightWave/11.0/
For more information see Managing LightWave’s
All Important Config Files.
- Launch
/Applications/NewTek/LightWave3D11.0/Layout.
- Set the Content Directory with Edit->Set Content
Directory...
Navigate to and select: /Users/username/Documents/DLI_SuperBalls/
This assumes you have placed the DLI_SuperBalls folder
in your user’s Documents folder .
See Content Directory
for more information.
- Open the Render->Utilities->Network Render
panel.
- Click the Command Directory button.
Navigate to and select: /Users/username/Documents/DLI_SuperBalls/Commands/
See Command Directory
for more information.
- When asked to initialize ScreamerNet, click No.
(We just want to save a new config.)
- Set the Maximum CPU Number to 2. This tells
the controller how many nodes to look for.
- Open Render->Options->Render Globals
and set the Segment Memory Limit to at least
32.
See Default Segment
Memory for more information.

- Click Yes when asked if this should be the
new default setting, or it won’t be saved.
- Click the Render tab and set Multithreading
to the number of render threads you would like to use on each
render node or set it to Automatic so that each ScreamerNet lwsn
node will use all available threads on each remote rendering Mac.
See Multithreading
for more information.

- Quit LightWave Layout to save the config file.
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In order to perform network rendering, you’ll obviously need
a functioning network. This tutorial assumes that you have at least
a basic peer-to-peer Mac OS X network already up and running which
allows you to connect from one Mac to another to share files. You
don’t need Mac OS X Server (unless you need to network more
than ten Macs), any version of Mac OS X is capable of peer-to-peer
networking. If you don’t already have a physical network,
you’ll first need to set one up. You can find information
about setting
up a Mac OS X network with this Google search.
This tutorial was written using Mac OS X 10.6 Snow Leopard and
Mac OS X 10.7 Lion running on an Ethernet and WiFi network using
LightWave 11.0.1. Other versions of Mac OS X and/or LightWave may
have slightly different details, but the basic concepts will remain
the same.
When only running a few instances of ScreamerNet lwsn nodes you
should be able to run them all from the host Mac across the network.
When running more than a few ScreamerNet lwsn nodes however I prefer
to install separate copies of ScreamerNet lwsn, shared libraries,
plugins and configs on each remote rendering Mac as outlined later
in Advanced Network Rendering
with LWSN Mac.
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The simplest way to set up network rendering on Mac OS X entails
logging into the host machine (the Mac with the LightWave applications
and the Content Directory) as the same administrative user from
each remote network machine. Then running the ScreamerNet nodes
on the remote rendering machines, from the host machine across the
network. This way there is only one set of configs, programs, shared
libraries and plug-ins. As the host machine’s administrator
you then have full read/write access to everything you need on the
host machine. You’ll be logging into the host machine from
each remote rendering machine and mounting the host machine’s
main hard drive on the desktop of each render machine. It’s
a good idea to give all your hard drives unique names, so there’s
no possibility of confusion about file paths regarding which volume
they refer to, the local drive or the remote drive.
Therefore, the first step to set up your network for rendering
is to simply give a unique name to each hard drive on each Mac you
wish to use as either a host or render machine. If they don’t
already have unique names that is. For example you could name the
main hard drives for each machine as follows: HostHD,
RenderHD01, RenderHD02, RenderHD03
or anything else that keeps each hard drive name unique.
The next step in setting up your network rendering is to make sure
the host Mac, which contains your LightWave applications and Content
Directory, is shared and available on the network for the other
remote rendering Macs to log into.
Simply follow these steps to verify that your host Mac is shared
and available:
- Launch System Preferences from the Apple menu
or the Dock.
- Click the Sharing icon under Internet
& Wireless.
- Select File Sharing and turn on the check mark
button, if it’s not already on.
- Click Show All and then Security.
- Click the Firewall tab and click Start
if the firewall was not already on. It’s a good idea to
have the firewall on any time your Mac is networked. This helps
keep your Mac secure.

Now you need to mount the host Mac’s main hard drive onto
each of the remote render Macs. Simply follow these steps on each
remote rendering Mac:
- On each remote rendering Mac, the host Mac should appear in
the sidebar under SHARED.
- Locate and select the host Mac in the sidebar.
- Once the host Mac is selected, click the Connect As...
button that should appear.
- Enter the username and password of the main administrative user
of the host Mac, not the remote rendering Mac, unless they are
the same. You must log into the host as the host administrator
to mount the host Mac’s main hard drive. Click the Connect
button when ready.
- Once connected you’ll see a list of all available home
directories as well as all hard drives connected to the host Mac.
double-click on the main hard drive of the host Mac where your
LightWave applications and Content Directory are located to mount
it.
- Repeat this on each remote rendering Mac so that they all have
the host Mac’s main hard drive mounted and ready for access.
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The output render destination is stored as an absolute path in
the scene file, even if the destination is inside the content directory,
therefore you need to set the output render destination any time
you move a scene to a new Mac. If the output render destination
is located on the main startup hard drive of the host Mac, as in
this case, then the output path would be written to the scene file
without the volume information if set from the host Mac, therefore
you should either set the output path from one of the remote rendering
Macs or edit the path in the scene file in a text editor. We’ll
just set the output path from one of the remote rendering Macs in
this example so that it will contain the entire path including the
volume.
For more information see Successful Scene
File Preparation for ScreamerNet.
- From one of the remote rendering Macs, launch LightWave Layout
across the network from the host Mac’s HD:
HostHD/Applications/NewTek/LightWave3D11.0/Layout.
- Use File->Load->Load Scene... to load
the first scene:
HostHD/Users/username/Documents/
DLI_Superballs/Scenes/DLI_LW11-SuperBalls-Anim.lws
from the administrator user’s Documents folder from the
host Mac.
- Click Yes if asked if you’d like
to change the Content Directory when loading the scene.
- Open Render->Options->Render Globals.
- Verify or set the following render range fields on the General
tab:
- Range Type: Single (That’s the
only range type compatible with lwsn.)
- Render First Frame:
1
- Render Last Frame:
10
- Render Frame Step:
1
- Click the Output tab.
- Click the RGB Files button.

- Verify that
DLI_LW11-SuperBalls-Anim is set
in the Save As: field.
- Navigate to the Renders folder from the admin user’s
Documents folder from the host Mac.
HostHD/Users/username/Documents/
DLI_Superballs/DLI_SuperBalls/Renders/
- Click the Save button to accept the changes
and dismiss the dialog.
- Set the RGB Type pop-up menu to
LW_TGA32(.tga)
- The RGB readout should now read
DLI_LW11-SuperBalls-Anim_0001.tg...
- Save the scene.
- Use File->Load->Load Scene... to load
the first scene:
HostHD/Users/username/Documents/
DLI_Superballs/Scenes/DLI_LW11-SuperBalls-LowRes.lws
from the administrator user’s Documents folder from the
host Mac.
- Click Yes if asked if you’d like
to change the Content Directory when loading the scene.
- Open Render->Options->Render Globals.
- Verify or set the following render range fields on the General
tab:
- Range Type: Single (That’’s
the only range type compatible with lwsn.)
- Render First Frame:
1
- Render Last Frame:
1
- Render Frame Step:
1
- Click the Output tab.
- Click the RGB Files button.
- Verify that
DLI_LW11-SuperBalls-LowRes is
set in the Save As: field.
- Navigate to the Renders folder from the admin user’s
Documents folder from the host Mac.
HostHD/Users/username/Documents/
DLI_Superballs/DLI_SuperBalls/Renders/
- Click the Save button to accept the changes
and dismiss the dialog.
- Set the RGB Type pop-up menu to
LW_TGA32(.tga)
- The RGB readout should now read
DLI_LW11-SuperBalls-LowRes_0001....
- Save the scene.
- Quit LightWave Layout.
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Rather
than typing ScreamerNet lwsn command lines manually by hand, you may
use the Aqua GUI utility, DreamLight
SNUB-Launcher, to interactively build the command lines
and launch ScreamerNet lwsn with a Mac friendly drag-and-drop-dead-easy™
interface. DreamLight
Interactive ScreamerNet UB Launcher Update
DLI_SNUB-Launcher™
is an XCode Aqua GUI front end to interactively configure and launch LightWave
9, 10 & 11+ ScreamerNet UB lwsn instances for standalone, batch and network
rendering. Download
your copy today! Created by the author of Creating
a 3D Animated CGI Short
& Mastering
LightWave ScreamerNet for Mac OS X
Michael Scaramozzino - LightWave
3D Artist Profile.
- If you haven’t already, download the FREE
Lite version of DLI_SNUB-Launcher to your host Mac
and unzip it, but don’t launch it yet. It defaults to look
for
bin/lwsn in the same folder it’s located
in, the first time DLI_SNUB-Launcher is run. If you do run it
before placing it in the proper folder, then you can launch it
and just click on the lwsn Path button to choose
the correct path to the bin/lwsn application.
- Drag DLI_SNUB-Launcher to the LightWave
folder
on the host Mac.
HostHD/Applications/NewTek/LightWave3D11.0/
- On each of the two remote rendering Macs access and run
HostHD/Applications/NewTek/
LightWave3D11.0/DLI_SNUB-Launcher
across the network from the host Mac’s LightWave3D folder
and configure each to use all paths from the host Mac as follows:

- Drag the LightWave3D11.0 folder from the host Mac’s
Applications folder to the lwsn Path button
and it’ll find the proper path for lwsn:
HostHD/Applications/NewTek/LightWave3D11.0/bin/lwsn
- Drag the Config Folder to the Config Folder
button. Note: On Mac OS X 10.7 Lion or later the user’s
Library folder is hidden, so you can use the Finder’s
Go->Go to Folder... menu command with
HostHD/Users/userx/Library
in the text field (replacing HostHD with the name
of your host Mac’s hard drive and replacing userx
with the administrator’s user name) to get to the host
Mac’s user’s Library folders:
HostHD/Users/userx/Library/Application
Support/NewTek/LightWave/11.0/
- Drag the
DLI_SuperBalls folder from the host
Mac’s administrator user’s Documents folder to the
-d Content Folder button so that it reads:
HostHD/Users/userx/Documents/DLI_SuperBalls/
- If the bottom drawer is closed, open it with the Open
Batch Render Settings -2 button.
- Drag the
DLI_SuperBalls/Commands/ folder from
the host Mac’s administrator user’s Documents folder
to the Command Folder button:
HostHD/Users/userx/Documents/DLI_SuperBalls/Commands/
- Set the First ScreamerNet Node # to 1 on the first
remote rendering Mac and set it to 2 on the second
remote rendering Mac because we want to run one instance of
ScreamerNet lwsn on each remote rendering Mac.
- Click the Launch ScreamerNetUB Nodes button
to launch the ScreamerNet lwsn node on each remote rendering
Mac. DLI_SNUB-Launcher will launch ScreamerNet lwsn in Terminal.
The nodes will start outputting: Can't access job file. repeatedly.
This is normal because the network controller has not yet created
the
job# files to communicate with the nodes. If
you see a DVView error about it being a wrong architecture,
you can ignore it. It’s a known 64-bit issue that should
not interfere with your rendering.
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For more information see Using
LightWave’s Built-in Network Rendering Controller.
- On the host Mac launch
/Applications/NewTek/LightWave3D11.0/Layout.
- Open the Render->Utilities->Network Render
panel.
- Verify that the Maximum CPU Number is set
to
2.
- Click the Screamer Init button.
- Click OK when the dialog appears stating:
2
available ScreamerNet CPUs were detected. You should now
see both ScreamerNet nodes on the remote rendering Macs write
LightWave command: wait. and sendack: Ready
to the Terminal windows. You’ll also see two CPU’s
of type MachOMac listed in the Network Rendering
panel with a status of Ready.
- Click the Add Scene to List button and add
the scene:
DLI_SuperBalls/Scenes/DLI_LW11-SuperBalls-Anim.lws
- Click the Add Scene to List button again and
add the scene:
DLI_SuperBalls/Scenes/DLI_LW11-SuperBalls-LowRes.lws
- Hit the Screamer Render button and the ScreamerNet
nodes will begin rendering frames.

- As each frame is finished, it will be written to the output
directory on the host Mac that was set in each scene.
DLI_SuperBalls/Renders/
- If you wish to stop the rendering before it is finished, press
the Escape key while the Network Rendering
panel is in the foreground, then hit the Screamer Shutdown
button. This will stop rendering new frames and will quit the
ScreamerNet nodes once they finish rendering their current frame.
If a ScreamerNet node crashes during loading a scene, the Network
Rendering panel may remain waiting for the scene to load and may
not recover. In such an instance you can force Quit LightWave
Layout with Command-Option-Esc. To quit a ScreamerNet
lwsn node before it finishes rendering a frame, bring its Terminal
window to the foreground and close the window.
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Another way to configure and launch the ScreamerNet lwsn nodes
is to manually type the command lines necessary in Terminal. For
a much easier and far less error prone method to configure and launch
the ScreamerNet lwsn nodes, just use the drag-and-drop method outlined
previously - Drag-and-drop Launching
the ScreamerNet lwsn Nodes with the FREE Lite Version of DreamLight
Interactive’s SNUB-Launcher.
For more information see Utilizing
LightWave’s Mac Command Line Parameters.
- On the first remote rendering Mac, launch
/Applications/Utilities/Terminal.
- Type or copy/paste the following into the terminal command line,
all on one line, substituting your actual host hard drive name
and administrator user name. Then press the return key.
"/Volumes/HostHD/Applications/NewTek/LightWave3D11.0/bin/lwsn"
-2 -c"/Volumes/HostHD/Users/userx/Library/Application
Support/NewTek/LightWave/11.0/" -d"/Volumes/HostHD/Users/userx/Documents/DLI_SuperBalls/"
"/Volumes/HostHD/Users/userx/Documents/DLI_SuperBalls/Commands/job1"
"/Volumes/HostHD/Users/userx/Documents/DLI_SuperBalls/Commands/ack1"
- It should identify itself as
CPU number: 1 in the
Terminal window.
- On the second remote rendering Mac, launch
/Applications/Utilities/Terminal.
- Type or copy/paste the following (which uses '2' for the job/ack
number) into the terminal command line, all on one line, substituting
your actual host hard drive name and username. Then press the
return key.
"/Volumes/HostHD/Applications/NewTek/LightWave3D11.0/bin/lwsn"
-2 -c"/Volumes/HostHD/Users/userx/Library/Application
Support/NewTek/LightWave/11.0/" -d"/Volumes/HostHD/Users/userx/Documents/DLI_SuperBalls/"
"/Volumes/HostHD/Users/userx/Documents/DLI_SuperBalls/Commands/job2"
"/Volumes/HostHD/Users/userx/Documents/DLI_SuperBalls/Commands/ack2"
- It should identify itself as
CPU number: 2 in the
console.
- They may say:
Can’t access job file "/Volumes/HostHD/Users/userx/Documents/
DLI_SuperBalls/Commands/job#"
This is normal until LightWave’s ScreamerNet controller
creates the job communication files.
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[Next: Advanced Network Rendering]
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