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Batch rendering enables you to queue up and render multiple
scenes all at once, unattended. Batch rendering is similar to
network rendering except the same Macintosh is used as both the
host and the rendering node, without any network. In the case
of multicore and/or multiprocessor Macs, you can run multiple
instances
of LWSN PPC or ScreamerNet UB on the same Macintosh, one for
each available core/processor. This can turn an 8 core Mac Pro
into a single Mac render farm.
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You tell ScreamerNet which mode and settings to use, through
the use of command line parameters. The batch & network
mode (-2) command line syntax is as follows, all on one line.
-2 [-c<config directory>] [-d<content directory>]
[-l<log file>] [-q]
[-t<check interval>] <job
command file> <acknowledgment
file>
For an in-depth discussion and explanation of each of LightWave’s
available command line parameters, please review Utilizing
LightWave’s Mac Command Line Parameters.
On multicore/multiprocessor Macs you may run multiple instances
of LWSN, up to one for each core/CPU. To run more than one copy
of LWSN you
need
to duplicate the LWSN application and give each a unique name
such as: LWSN-1 and LWSN-2. You would
then create matching
cmdLine files named: LWSN-1 cmdLine and LWSN-2
cmdLine. Both of these command line files would contain
an identical command line except the LWSN-1 version would reference
job1 & ack1 and the LWSN-2 version would reference job2 & ack2.
It’s the job & ack numbers inside the command line
file that actually tell LWSN and the Network Rendering panel
which node is which. It’s useful to use the same numbers
in the file names as well, to help you identify which running
LWSN node is which.
The following LWSN PPC command line examples must be typed or
pasted all on one line with no returns into
an LWSN cmdLine text file.
-2 ":job1" ":ack1"
Uses the default config location of: "YourHD:Users:username:Library:Preferences"
Uses the Content directory specified in the config file,
set in LightWave before launching LWSN.
Uses the job1 and ack1 files inside the top level
of the Content directory.
This instance of LWSN would be designated node 1.
-2 -c"YourHD:Users:username:Library:Preferences" ":job1" ":ack1"
Uses a config file in "YourHD:Users:username:Library:Preferences"
Uses the content directory specified in the config file, set in LightWave before
launching LWSN.
Uses the job1 and ack1 files inside the top level
of the Content directory.
This instance of LWSN would be designated node 1.
-2 -c"YourHD:Users:username:Library:Preferences"
-d"YourHD:Users:username:Documents:LWContent" ":job1" ":ack1"
Uses a config file in "YourHD:Users:username:Library:Preferences"
Uses the content directory "YourHD:Users:username:Documents:LWContent"
Uses the job1 and ack1 files inside the top level
of the Content directory.
This instance of LWSN would be designated node 1.
-2 -c"YourHD:Users:username:Library:Preferences"
-d"YourHD:Users:username:Documents:LWContent" ":Commands:job2" ":Commands:ack2"
Uses a config file in "YourHD:Users:username:Library:Preferences"
Uses the content directory "YourHD:Users:username:Documents:LWContent"
Uses the job2 and ack2 files inside a Commands directory
inside the Content directory.
This instance of LWSN would be designated node 2.
On multicore/multiprocessor Macs you may run multiple instances
of ScreamerNet, up to one for each core/CPU. To run more than
one copy of ScreamerNet you launch each instance in a separate
Terminal window each with
an identical command line except the first instance would reference
job1 & ack1 and the second instance would reference job2 & ack2,
and so on. It’s the job & ack numbers inside the command
line that actually tell ScreamerNet and the Network Rendering
panel
which node is which.
Rather
than building ScreamerNet UB command lines manually by hand,
you can use the Aqua GUI utility, DreamLight
SNUB-Launcher,
to interactively build the command lines and launch ScreamerNet
UB with a Mac friendly interactive user interface.
The following ScreamerNet manual command line examples must
be typed or pasted all on one line with no returns
into a Mac OS X Terminal window. These would all run ScreamerNet
from the default install location: /Applications/LightWave3D
9/ScreamerNet These are just different examples,
for discussion, not necessarily to be used together at the
same time.
"/Applications/LightWave3D 9/ScreamerNet" -2 "/Users/username/Documents/LWContent/job1" "/Users/username/Documents/LWContent/ack1"
Uses the default config file in the current user’s "Library/Preferences/LightWave3D"
Uses the content directory specified in the config file, set in LightWave before
launching ScreamerNet.
Uses the job1 and ack1 files inside:
"/Users/username/Documents/LWContent/".
This instance of ScreamerNet would be designated node 1.
"/Applications/LightWave3D 9/ScreamerNet" -2
-c"/Users/username/Library/Preferences/LightWave3D" "/Users/username/Documents/LWContent/job1" "/Users/username/Documents/LWContent/ack1"
Uses the config file in "/Users/username/Library/Preferences/LightWave3D"
Uses the content directory specified in the config file, set in LightWave before
launching ScreamerNet.
Uses the job1 and ack1 files inside: "/Users/username/Documents/LWContent/".
This instance of ScreamerNet would be designated node 1.
"/Applications/LightWave3D 9/ScreamerNet" -2
-c"/Users/username/Library/Preferences/LightWave3D"
-d"/Users/username/Documents/LWContent" "/Users/username/Documents/LWContent/job1" "/Users/username/Documents/LWContent/ack1"
Uses the config file in "/Users/username/Library/Preferences/LightWave3D"
Uses the following content directory: "/Users/username/Documents/LWContent"
Uses the job1 and ack1 files inside: "/Users/username/Documents/LWContent/Commands/".
This instance of ScreamerNet would be designated node 1.
"/Applications/LightWave3D 9/ScreamerNet" -2
-c"/Users/username/Library/Preferences/LightWave3D"
-d"/Users/username/Documents/LWContent" "/Users/username/Documents/LWContent/Commands/job2" "/Users/username/Documents/LWContent/Commands/ack2"
Uses the config file in "/Users/username/Library/Preferences/LightWave3D"
Uses the following content directory: "/Users/username/Documents/LWContent"
Uses the job2 and ack2 files inside: "/Users/username/Documents/LWContent/Commands/".
This instance of ScreamerNet would be designated node 2.
LightWave comes with a basic Network Rendering control
panel that enables you to perform basic batch and network rendering.
It is sufficient for occasional use, but if you intend to do
heavy duty network rendering in a production environment, you’ll
find the investment in a third party network controller well
worthwhile. We use RenderFarm Commander and ScreamerNet Controller
for Mac OS X to run our in-house DreamLight render farm and will
cover
their
use
later
when discussing advanced network rendering.
The built-in controller is sufficient for simple batch
rendering. It’s also useful to use when troubleshooting
a third party controller. If you’re having trouble using
a third party controller, you can try a render test with the
built-in controller
to make sure your ScreamerNet render farm is set up properly.
I’ll
cover the built-in network controller’s use here and use
it for the simple batch rendering examples to follow.
The Network Rendering control panel is opened in LightWave 9
by selecting:
Render->Utilities->Network Render.

When the Network Rendering panel is open and rendering, LightWave
can’t be used to do anything else. A trick you can use
to get around this limitation is to make a duplicate copy of
LightWave
and rename it LW-RenderController.
Then you can use the copy called LW-RenderController to
control your batch rendering and still launch the original LightWave
to work on something else while the batch render continues. When
doing this you should disable
the Hub. That way you won’t have two copies
of LightWave both trying to synchronize things through the Hub,
which could cause problems.
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Command Directory: The directory
where the ScreamerNet job# & ack# communication
files will be stored. The Network Rendering controller doesn’t
actually contact the ScreamerNet nodes directly, it simply
creates job# files
with simple commands in them. ScreamerNet nodes constantly poll
for their job files and execute the commands they find within.
They then
write a reply into an associated ack# file which
the Network Rendering controller continuously polls to monitor
the node's status. For further information please review Managing
LightWave’s All Important Config Files: Command Directory.

Maximum CPU Number: The number of ScreamerNet nodes
to attempt to control.
Screamer Init: Initializes all the currently
running ScreamerNet nodes.
ScreamerNet Status: The text field to the right of the Screamer
Init button shows the current ScreamerNet status.
CPU list: Lists all the currently running ScreamerNet
render nodes.

Screamer Render: Starts the ScreamerNet nodes rendering
the first scene.

Cancel Render (Escape Key): Stops
the Network Rendering controller from issuing new render commands.
It doesn’t
actually stop the ScreamerNet nodes from rendering any frames
currently in progress. You may only cancel a render when the
ScreamerNet
status reads “Waiting for CPUs to finish rendering.” If
you need to cancel a render during any other time, for instance
during
a crashed ScreamerNet scene load, you may
need to force quit LightWave with Command-Option-Esc.
Then quit all remaining ScreamerNet
nodes. You may then start everything back up again and try again.
Screamer Shutdown: Quits all ScreamerNet nodes,
when they finish rendering their current frames.
To quit a ScreamerNet node before it finishes rendering a frame,
bring it to the foreground and press command-period.
If you try to quit LWSN 7.5 using the menu LWSN->Quit or
by typing command-q, it will crash. This bug
has been fixed in LWSN 8.0 and above.
The scene list in the Network Rendering panel can not be modified
while anything is currently rendering. This is the single greatest
limitation of the built-in controller. You must stop any renders
in progress (Press Cancel Render
or the Escape key) before you can add or remove scenes from the
list. Then you’d need to figure out which was the last
frame rendered and resave the scene that was rendering with a
new render frame range, and then create a new scene list before
restarting ScreamerNet again to continue rendering.

Clear List: Clears all scenes from the scene
list.
Add Scene to List: Adds a scene to the end
of the scene list.
Remove Scene: Removes the scene located at
the top of the scrollable list display, not necessarily scene
#1. To delete a specific scene, drag the scroll bar until the
scene you wish
to delete
is located
at the top of the list display. Then press the Remove Scene button.
Before adding a scene to the scene list you must make sure it
is properly set up as explained
previously. You can’t modify the render range, the output
destination
or anything else with the built-in controller.
Here’s a step-by-step example of how to render a batch
of included LightWave sample scenes using LWSN PPC in batch /
network mode (-2) on the Macintosh. This example uses two LWSN
PPC instances
running on a dual processor Power Macintosh G5. On a single processor
machine, or if you wish to batch render on one processor while
continuing to work on the other, simply run one instance of LWSN
PPC. We’ll be rendering some of the LightWave 9 Content
sample scenes from YourHD:Users:username:Documents:LW9Content.
First place the included LightWave 9 Content folder in your current
user’s Documents folder and rename it: LW9Content.
In this example we will use the default Mac OS X LWSN PPC config
file location of: YourHD:Users:username:Library:Preferences
For more information see Managing LightWave’s
All Important Config Files.
- Launch
Applications:NewTek:LightWave 3D 9.3:Layout
- Set the Content Directory with Edit->Set Content
Directory...
Navigate to and select: YourHD:Users:username:Documents:LW9Content
This assumes you have installed the LightWave 9 included
content directory to your user’s Documents folder
and have named it LW9Content. See Content
Directory for more info.
- Open the Render->Utilities->Network Render panel.
- Click the Command Directory button.
See Command Directory for
more information.
- Navigate to the same Content directory you set in
step #2.
- Click New Folder to create a new folder
in the Content directory and name it
Commands.
- While inside the Commands folder, click the Choose button
to close the dialog and accept the new command directory.
- 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
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
1 Thread. We
want each node to only use one thread each.
See Multithreading for
more information.

- Quit LightWave to save the config file.
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For more information see Successful
Scene File Preparation for ScreamerNet.
NOTE: As of LW9.3, Mac UB output paths saved in a scene file
are not compatible with LWSN 9.3 PPC. This means you must set
the output path using LightWave 9.3 PPC rather than Layout 9.3
UB.
- Launch
Applications:NewTek:LightWave
3D 9.3:Layout
- Use File->Load->Load Scene... to load:
:Scenes:Cel_Shade:Drunk_Zombie.lws
- Open Render->Options->Render Globals.
- Set the following render range fields:
- Render First Frame:
100
- Render Last Frame:
200
- Render Frame Step:
10
- Click the Output tab.
- Click the RGB Files button.

- Type
Drunk_Zombie in the Save As: field.
- Navigate to the top level of the Content Directory,
LW9Content.
- Navigate to the
Renders folder if it already
exists, otherwise create a New Folder in
the top level of the Content Directory named Renders.
- Create a New Folder named
Drunk_Zombie_Renders.
- Click the Save button to dismiss the dialog
and accept the changes.
- Set the RGB Type pop-up menu to
LW_TGA24(.tga)
- The RGB readout should now read
Drunk_Zombie0001.tga,
...
- Save the scene.
- Use File->Load->Load Scene... to load:
:Scenes:Expressions:BigWheel.lws
- Open Render->Options->Render Globals
- Set the following render range fields:
- Render First Frame:
30
- Render Last Frame:
60
- Render Frame Step:
2
- Click the Output tab.
- Click the RGB Files button.
- Type
BigWheel in the Save
As: field.
- Navigate to the top level of the Content Directory,
LW9Content.
- Navigate to the
Renders folder.
- Create a New Folder
named
BigWheelRenders.
- Click the Save button to dismiss the
dialog and accept the changes.
- Set the RGB Type pop-up menu to
LW_TGA24(.tga)
- The RGB readout should now read
BigWheel0001.tga,
...
- Save the scene.
- Quit LightWave.
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For more information see Utilizing
LightWave’s Mac Command Line Parameters.
- Open the directory
YourHD:Applications:NewTek:LightWave
3D 9.3:Layout:Programs
and
locate the LWSN application.
- Make two copies of
LWSN and name them LWSN-01 and LWSN-02,
with no file extension.

- Make one copy of the file
LWSN cmdLine and name
it LWSN-01
cmdLine, with no file extension.
- Edit the
LWSN-01 cmdLine file’s contents
to read, all on one line:
-2 ":Commands:job1" ":Commands:ack1"
- Save the cmdLine file, making sure no file extension is added
to the filename.
- Duplicate the
LWSN-01 cmdLine file and name
it LWSN-02
cmdLine.
- Edit the
LWSN-02 cmdLine file’s contents
to read:
-2 ":Commands:job2" ":Commands:ack2"
- Save the cmdLine file, making sure no file extension is added to
the filename.
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- Launch
LWSN-01.
- It should identify itself as
CPU number: 1 in
the console.
- Launch
LWSN-02, launch them one at a time
or you may get an error.
- It should identify itself as
CPU number: 2 in
the console.
- They may say:
Can’t access job file ":Commands:job#"
This is normal until LightWave creates the job files.
Sometimes it may also say:
Can’t open reply file ":Commands:ack#"
This may also be normal, since sometimes it tries to
open the ack file before it’s ready, failing first but then
succeeding on later attempts.
For more information see Using LightWave’s
Built-in Network Rendering Controller.
- Launch
Applications:NewTek:LightWave 3D 9.3: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 LWSN nodes repeatedly writing LightWave
command: wait. and sendack: Ready to
the console. You’ll
also see two CPU’s of type PowerMac
listed in the Network Rendering panel with
a status of Ready.
- Click the Add Scene to List button and add
the scene:
:Scenes:Cel_Shade:Drunk_Zombie.lws
- Click the Add Scene to List button again and add
the scene:
:Scenes:Expressions:BigWheel.lws
- Hit the Screamer Render button and the LWSN
nodes will begin rendering frames.
- As each frame is finished, it will be written to the output
directory that was set in each scene.
:Renders:Drunk_Zombie_Renders & :Renders:BigWheelRenders
- 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 LWSN
nodes once they finish rendering their current frame. If a
LWSN 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
with Command-Option-Esc. To quit a LWSN node
before it finishes rendering a frame, bring it
to
the
foreground and press command-period. If you
try to quit LWSN 7.5 using the menu LWSN->Quit or
by typing command-q,
it will crash. This bug has been fixed in LWSN 8.0 and beyond.
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Here’s a step-by-step example of how to render a batch
of included LightWave sample scenes using ScreamerNet UB in batch
/ network mode (-2) on the Macintosh. This example uses two ScreamerNet
UB instances running on a dual processor Power Macintosh G5.
On a single processor machine, or if you wish to batch render
on one processor while continuing to work on the other, simply
run one instance of ScreamerNet UB. We’ll be rendering
some of the LightWave 9 Content sample scenes from /Users/username/Documents/LW9Content.
First place the included LightWave 9 Content folder in your current
user’s Documents folder and rename it: LW9Content.
In this example we will use the default Mac OS X UB PPC config
file location of: /Users/username/Library/Preferences/LightWave3D
For more information see Managing LightWave’s
All Important Config Files.
- Launch
/Applications/LightWave3D 9/Layout.
- Set the Content Directory with Edit->Set Content
Directory...
Navigate to and select: /Users/username/Documents/LW9Content
This assumes you have installed the LightWave
9 included content directory to your user’s Documents folder
and have named it LW9Content. See Content
Directory for more info.
- Open the Render->Utilities->Network Render panel.
- Click the Command Directory button.
See Command Directory for
more information.
- Navigate to the same Content directory you set in step #2.
- Click New Folder to create a new folder
in the Content directory and name it
Commands.
- While inside the Commands folder, click the Choose button
to close the dialog and accept the new command directory.
- 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
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
1
Thread. We want each node to only use one thread each.
See Multithreading for
more information.

- Quit LightWave to save the config file.
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For more information see Successful
Scene File Preparation for ScreamerNet.
NOTE: As of LW9.3, Mac PPC output paths saved in a scene file
are not compatible with ScreamerNet 9.3 UB. This means you must set
the output path using Layout 9.3 UB rather than LightWave 9.3
PPC.
- Launch
/Applications/LightWave3D 9/Layout.
- Use File->Load->Load Scene... to load:
Scenes/Cel_Shade/Drunk_Zombie.lws
- Open Render->Options->Render Globals.
- Set the following render range fields:
- Render First Frame:
100
- Render Last Frame:
200
- Render Frame Step:
10
- Click the Output tab.
- Click the RGB Files button.

- Type
Drunk_Zombie in the Save As: field.
- Navigate to the top level of the Content Directory,
LW9Content.
- Navigate to the
Renders folder if it already
exists, otherwise create a New Folder in
the top level of the Content Directory named Renders.
- Create a New Folder named
Drunk_Zombie_Renders.
- Click the Save button to dismiss the
dialog and accept the changes.
- Set the RGB Type pop-up menu to
LW_TGA24(.tga)
- The RGB readout should now read
Drunk_Zombie0001.tga,
...
- Save the scene.
- Use File->Load->Load Scene... to load:
Scenes/Expressions/BigWheel.lws
- Open Render->Options->Render Globals
- Set the following render range fields:
- Render First Frame:
30
- Render Last Frame:
60
- Render Frame Step:
2
- Click the Output tab.
- Click the RGB Files button.
- Type
BigWheel in the Save As: field.
- Navigate to the
Renders folder inside
the Content Directory.
- Create a New Folder named
BigWheelRenders.
- Click the Save button to dismiss the
dialog and accept the changes.
- Set the RGB Type pop-up menu to
LW_TGA24(.tga)
- The RGB readout should now read
BigWheel0001.tga,
...
- Save the scene.
- Quit LightWave.
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After
going through the tedious process of manually launching the individual
ScreamerNet UB nodes, I decided there should be a better way,
so I made one. I wrote an XCode Aqua GUI front end to configure
and launch ScreamerNet UB nodes in a much easier and far less
error prone manner. This utility is called DLI_SNUB-Launcher.
The following steps will show you how to use DLI_SNUB-Launcher
to more easily set up and launch your ScreamerNet UB nodes. You
may use the FREE
LITE Version. of DLI_SNUB-Launcher for this tutorial. If
you find DLI_SNUB-Launcher as useful as I do, you may register
for a FULL or PRO serial
number later.
- Download your free lite version of DLI_SNUB-Launcher to your
host Mac by right clicking on the link below and selecting
Save Linked File from the pop-up menu.
DLI_SNUB-Launcher.zip
- After downloading the DLI_SNUB-Launcher.zip file, unzip the
file by double-clicking it.
- Drag the expanded DLI_SNUB-Launcher to the
/Applications/LightWave3D
9 folder.

You may run the DLI_SNUB-Launcher application from any location
you wish, but if you place it in your LightWave3D folder, it
will be able to find ScreamerNet by itself. DLI_SNUB-Launcher
defaults to look for ScreamerNet in the same folder as the DLI_SNUB-Launcher
application. If you ever wish to uninstall it, simply drag DLI_SNUB-Launcher
to the trash.
- Run
/Applications/LightWave3D
9/DLI_SNUB-Launcher, and configure as follows:

- Activate (using the check mark at the left) then click
the -d Content Folder button and choose
the
/Users/userx/Documents/LW9Content folder.
- On the bottom Batch Render Settings drawer click the Command
Folder button and choose the
/Users/userx/Documents/LW9Content/Commands folder.
(Use the New Folder button to create a Commands folder
inside the LW9Content volume/folder if you
haven’t already.)
- Set the node
numbers as follows: First Node # 1 Through
Last Node # 2
- Click the Launch ScreamerNetUB Nodes button
to launch the ScreamerNet nodes.
- Now that all your ScreamerNet nodes are up and running skip
ahead to the Rendering
the Batch with LightWave UB’s Built-in Controller.
Another way to configure and launch the ScreamerNet UB nodes
is to manually build the command lines necessary to launch it
in Terminal. For a much easier and far less error prone method
to configure and launch the ScreamerNet UB nodes, just use the
previous interactive method - Interactively
Launching the ScreamerNet UB Nodes with DLI_SNUB-Launcher.
For more information see Utilizing
LightWave’s Mac Command Line Parameters.
- Launch
/Applications/Utilities/Terminal.
- Type the following into the terminal command line, all on
one line, substituting your actual username. Then press the
return key.
"/Applications/LightWave3D 9/ScreamerNet" -2 "/Users/username/Documents/LW9Content/Commands/job1" "/Users/username/Documents/LW9Content/Commands/ack1"
- It should identify itself as
CPU number: 1 in
the terminal window.
- Open a new window in Terminal.
- Type the following into the terminal command line, all on
one line, substituting your actual username. Then press the
return key.
"/Applications/LightWave3D 9/ScreamerNet" -2 "/Users/username/Documents/LW9Content/Commands/job2" "/Users/username/Documents/LW9Content/Commands/ack2"
- It should identify itself as
CPU number: 2 in
the console.
- They may say:
Can’t access job file "/Users/username/Documents/LW9Content/Commands/job#"
This is normal until LightWave creates the job files.
For more information see Using LightWave’s
Built-in Network Rendering Controller.
- Launch
/Applications/LightWave3D 9/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 repeatedly writing LightWave
command: wait. and sendack: Ready to
the console. 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:
Scenes/Cel_Shade/Drunk_Zombie.lws
- Click the Add Scene to List button again
and add the scene:
Scenes/Expressions/BigWheel.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 that was set in each scene.
Renders/Drunk_Zombie_Renders & Renders/BigWheelRenders
- 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 with Command-Option-Esc. To
quit a ScreamerNet UB node before it finishes rendering a frame,
bring its terminal window to the foreground and press command-period.
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