|
1 2 3
4 5
[6] 7
8 9
[Next: Basic Network Rendering]
Batch rendering enables you to queue up multiple scenes all at
once and render them 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 multi-CPU/core/thread
Macs, you can run multiple instances of ScreamerNet lwsn on the
same Macintosh, each using a portion of the total available CPUS/cores/threads.
This can turn a single Mac into a self contained render farm.
| 
|
| |
 |
LightWave Layout 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 studio production environment, you’ll
find the investment in a third party network controller well worthwhile.
We use the 3rd part OSX ScreamerNet Controller along with our own
DLI_SNUB-Launcher to configure and run our in-house DreamLight render
farm and will cover OSX ScreamerNet Controller’s use later
when discussing advanced network rendering.
The built-in ScreamerNet Network controller is sufficient for simple
batch rendering. It’s also quite useful to use when troubleshooting
a 3rd party controller. If you’re having trouble using a 3rd
party controller, you can try a render test using the built-in controller
in Layout to make sure your ScreamerNet lwsn render farm is set
up properly and rule out any problems with the 3rd party controller
or network issues. I’ll cover Layout’s basic built-in
network controller here and use it for the simple batch rendering
examples to follow.
The Network Rendering control panel is opened in LightWave Layout
by selecting:
Render->Utilities->Network Render.

When the Network Rendering panel is open and rendering, LightWave
Layout 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
Layout and rename it something like LW-RenderController. Then you
can use the LW-RenderController copy to control your batch rendering
and still launch the original LightWave Layout 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 potentially cause
problems.
| |
 |
Command Directory: The folder where the ScreamerNet
lwsn job# & ack# communication files
will be stored. The Network Rendering controller doesn’t actually
contact the ScreamerNet nodes directly, it simply creates job#
text files and writes simple commands to them. ScreamerNet nodes
constantly poll for their job files and execute the commands they
find within. The nodes then write a reply into an associated ack#
text file which the Network Rendering controller continuously polls
to monitor the node’s status. As such the host Mac and render
nodes will need read/write permission for the Command Directory
folder. For further information please review Managing
LightWave’s All Important Config Files: Command Directory.

Maximum CPU Number: Enter the maximum number of ScreamerNet
lwsn render nodes to attempt to control through job#
& ack# files.
Screamer Init: Attempts to contact and initialize
all the currently running ScreamerNet nodes.
ScreamerNet Status: The text field to the right
of the Screamer Init button shows the current overall ScreamerNet
status.
CPU list: The top list on the panel shows all
the currently running ScreamerNet lwsn render nodes that it has
detected and is communicating with, their type (MachOMac for Mac
nodes), which scene they are rendering, if any, as well as their
current status.

Screamer Render: The Screamer Render button at the bottom
of the panel starts the ScreamerNet lwsn nodes rendering the first
scene.

Cancel Render (Escape Key): Stops the Network Rendering
controller from issuing new render commands and writes an abort
command into each job# file. It doesn’t actually
stop the ScreamerNet nodes from rendering any frames currently in
progress, unless you used the -t Time Check Interval on the command
line. 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
Layout with Command-Option-Esc. Then quit all remaining
ScreamerNet nodes by closing their Terminal windows. You may then
start everything back up again and try again.
Screamer Shutdown: Quits all ScreamerNet nodes,
when they finish rendering their current frames, or possibly sooner
if you used the -t Time Check Interval on the command line. To otherwise
force quit a ScreamerNet node before it finishes rendering a frame,
bring it to the foreground and close its Terminal window.
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 re save 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.
The lack of scene list control is one of the biggest reasons to
upgrade to a 3rd party network render controller if you intend to
do heavy network 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 about the scene with the built-in controller, though
you often can with 3rd party network render controllers.
Here’s a step-by-step example of how to render 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 the current user’s Documents folder. This
example uses two ScreamerNet lwsn instances running on a 12-Core/24-Thread
Mac Pro.
In this example we will use the default Mac OS X config file location
of: /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 half the available threads on your Mac. Because I’m on
a 12-Core/24-Thread Mac Pro and will be running two lwsn nodes
on this Mac I’ll set it to 12 Threads. See Multithreading
for more information.

- Quit LightWave Layout to save the config file.
| |
 |
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.
For more information see Successful Scene
File Preparation for ScreamerNet.
- Launch
/Applications/NewTek/LightWave3D11.0/Layout.
- Use File->Load->Load Scene... to load
the first scene:
DLI_Superballs/Scenes/DLI_LW11-SuperBalls-Anim.lws
from the current user’s Documents folder.
- 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
DLI_SuperBalls/Renders folder.
- 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 second scene:
DLI_Superballs/Scenes/DLI_LW11-SuperBalls-LowRes.lws
from the current user’s Documents folder.
- 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
DLI_SuperBalls/Renders folder.
- 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.
| 
|
| |
 |
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 (lwsn) 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
/Applications/NewTek/LightWave3D11.0/
folder.
- Launch DLI_SNUB-Launcher, and configure it as follows:

- Verify that the proper path is set in the lwsn Path
field:
/Applications/NewTek/LightWave3D11.0/bin/lwsn
If it’s incorrect, just drag the LightWave3D11.0 folder
or the bin folder to the lwsn Path button and
it’ll find the proper path for lwsn.
- Verify that the Config Folder path is correct:
/Users/userx/Library/Application Support/NewTek/LightWave/11.0/
If it’s incorrect just drag your 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 ~/Library in the text field to
get you your user Library folders.
- Drag the
DLI_SuperBalls folder to the -d
Content Folder button so that it reads:
/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 to the
Command Folder button:
/Users/userx/Documents/DLI_SuperBalls/Commands/
- Set the node numbers as follows: First ScreamerNet Node #:
1 Through Last Node #: 2
- Click the Launch ScreamerNetUB Nodes button
to launch the ScreamerNet nodes.
DLI_SNUB-Launcher will open two windows in Terminal and launch
two lwsn nodes. 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.
| 
|
| |
 |
For more information see Using LightWave’s
Built-in Network Rendering Controller.
- 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 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 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.
| 
|
| |
 |
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.
- 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/NewTek/LightWave3D11.0/bin/lwsn"
-2 -c"/Users/userx/Library/Application Support/NewTek/LightWave/11.0/"
-d"/Users/userx/Documents/DLI_SuperBalls/"
"/Users/userx/Documents/DLI_SuperBalls/Commands/job1"
"/Users/userx/Documents/DLI_SuperBalls/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/NewTek/LightWave3D11.0/bin/lwsn"
-2 -c"/Users/userx/Library/Application Support/NewTek/LightWave/11.0/"
-d"/Users/userx/Documents/DLI_SuperBalls/"
"/Users/userx/Documents/DLI_SuperBalls/Commands/job2"
"/Users/userx/Documents/DLI_SuperBalls/Commands/ack2"
- It should identify itself as
CPU number: 2 in the
console.
- Both lwsn nodes will begin reporting:
Can’t access
job file...
This is normal until LightWave Layout’s ScreamerNet lwsn
creates the job files. 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.
1 2 3
4 5
[6] 7
8 9
[Next: Basic Network Rendering]
|