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Advanced Network Rendering with ScreamerNet Mac,
Mastering LightWave ScreamerNet (lwsn) for Mac OS X

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Advanced Network Rendering with LWSN Mac

There are a few key differences between the basic network setup (which you should review before proceeding if you haven’t already) and the advanced network setup that follows. Rather than running all the ScreamerNet instances from the host Mac (which has sometimes created problems with more than a few lwsn instances), we will install separate sets of everything ScreamerNet needs, on each remote rendering Mac, including a separate set of config files. We will then make a content directory available that all ScreamerNet lwsn nodes may share, without using administrator access to the host so as to avoid any potential security risks.

We will use our third party utility, DLI_SNUB-Launcher, to launch all the individual lwsn nodes as well as a third-party network controller, Jonathan Baker’s OSX ScreamerNet Controller [NOTE: Jonathan Baker has discontinued his OSX ScreamerNet Controller but DLI_SNUB-Launcher still works with LightWave's built-in controller and may also be used with any other network controller that's compatible with manually launched LightWave Mac LWSN Network Nodes.], to manage the render queue and all the ScreamerNet nodes. Adding these utilities to your LightWave toolbox will give you a very robust Mac OS X network render farm that should be able to handle anything you can throw at it.

Read the How-to Book: Creating a 3D Animated CGI Short. Follow the 3D Web Series: The Autiton Archives - 3D Animated Web Series - Pilot Webisode 000 - Fault Effect

Step-by-step ScreamerNet lwsn Mac OS X
Advanced Network Rendering Example

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Here’s a step-by-step advanced 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 a convenient location. In this example we placed the DLI_SuperBalls content folder at the top level of an external hard drive appropriately named ExternalHD. 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 a ScreamerNet lwsn node as well as the third-party Mac OS X ScreamerNet Controller.

  1. Download the FREE Lite version of DLI_SNUB-Launcher to the host Mac.
  2. Unzip the downloaded file.
  3. Copy the enclosed DLI_SNUB-Launcher to the LightWave3D11.0 folder:
    /Applications/NewTek/LightWave3D11.0
  4. Copy the included DLI_SuperBalls folder to the desired location. In the following examples we’ve copied it to the top level of an external hard drive named ExternalHD on the host Mac.
  5. Download OSX ScreamerNet Controller. [NOTE: Jonathan Baker has discontinued his OSX ScreamerNet Controller but DLI_SNUB-Launcher still works with LightWave's built-in controller and may also be used with any other network controller that's compatible with manually launched LightWave Mac LWSN Network Nodes.]
  6. Unzip and install OSX ScreamerNet Controller

Setting up the LightWave3D Folder & ScreamerNet Config Files

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In this example we will set up a custom ScreamerNet Preferences folder specifically for use with ScreamerNet so that it doesn’t interfere with LightWave Layout’s own config files.

For more information about config files see Managing LightWave’s All Important Config Files.

  1. Open the LightWave folder on the host Mac: /Applications/NewTek/LightWave3D11.0
  2. Create a new folder inside this LightWave3D11.0 folder and name it Preferences, if there’s not already a Preferences folder there.
  3. Launch /Applications/NewTek/LightWave3D11.0/Layout.
  4. Open Render->Options->Render Globals and set the Segment Memory Limit to at least 32.
    See Default Segment Memory for more information.
  5. Click Yes when asked if this should be the new default setting, or it won’t be saved.
  6. 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.
    Multithreading Setting on Render Options panel
  7. Quit LightWave Layout to save the config files.
  8. Duplicate the Preferences folder inside the LightWave3D11.0 folder
    and rename it SNPreferences. We’ll later use this SNPreferences folder as the config folder for all of the ScreamerNet lwsn instances.

Setting up the Mac OS X Network for Rendering

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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 as outlined previously in Basic Network Rendering with ScreamerNet lwsn Mac. 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 below.

Sharing the Host Mac on the Local Area Network

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In order to network render we’ll need to share the host Mac, which contains your LightWave applications and Content Directory, on the local area network.

Simply follow these steps to activate file sharing on your host Mac:

  1. On the host Mac launch System Preferences from the Apple menu or the Dock.
  2. Click the Sharing icon under Internet & Wireless.
  3. Select File Sharing and turn on the check mark button, if it’s not already on.
    Starting Personal File Sharing
  4. Click Show All and then Security.
  5. 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.
    Starting the Firewall

Sharing the Content Folder on the Local Area Network

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In order to successfully render scenes with ScreamerNet, it’s critical that you understand and use the Content Directory properly. For more information see Mastering LightWave’s Content Directory.

When rendering scenes over the network, there is an added twist. Not only do all the render nodes need to be able to locate and have proper access to the shared content folder, they may need to locate it with two different paths to maintain a secure network. This is especially the case when you are running ScreamerNet lwsn instances on remote machines as well as on the host machine at the same time, or if you are using a mixture of Macintosh and PC computers.

Typically the path to locate a file or folder on the host machine locally will be different than the path used to access it remotely, unless the remote user is logging into the host machine using the host machine’s administrator user (as in the previous basic network rendering example). That would however give the remote machine full, unrestricted access to the host machine, which would not be very secure. LightWave’s built-in ScreamerNet controller can’t re-map paths between local/remote nodes so we’ll instead be using a third-party render controller that will seamlessly manage multiple paths to the content directory, based upon whether it’s being accessed locally or remotely.

On Mac OS X it is very simple to share any folder, even from an external hard drive. The following steps will walk you through the process of sharing the content folder. See Content Directory for more information about structuring your content folder.

  1. Locate the DLI_SuperBalls sample content folder that comes with the FREE Lite version of DLI_SNUB-Launcher. In this case I’ve placed it at the top level of one of our external hard drives appropriately named ExternalHD.
    DLI_SuperBalls Content Folder
  2. Rename the DLI_SuperBalls folder to NetContent. You can call it anything you wish, but I’ve found that using a generic name like NetContent and leaving it in the same place makes the most sense. This way I can have the entire render farm always accessing this same folder as the single content directory. Then when I wish to render a scene on the farm, I simply move all the scene’s contents into this NetContent folder (and move older stuff out if I wish, or structure it as a common content folder for multiple projects). This way, this single shared content folder is always accessible to the network, all the ScreamerNet nodes will know where to find it and I don’t have to keep messing with the Content Directory paths of all the nodes once everything is set up.
  3. Select the NetContent folder and select File->Get Info in the Finder.
    Shared Folder
  4. On the General section click the Shared folder check box and enter your admin password if asked.
  5. On the Sharing & Permissions section click the + button under the list of users to add a new user.
    NetContent Info Permissions
  6. Press the New Person button on the Select a new user or group: window that opens.
  7. Name the user Render and give it a password.
  8. Set the render user’s Privileges to Read & Write.
  9. Select Apply to enclosed items... on the edit menu and enter your admin password if asked.
  10. If the NetContent folder is on an external drive you also need to make sure that the Render user has at least Read access to the external drive itself. Get Info on the external drive icon, add the Render user and set it to Read access if necessary.

Copying the LightWave 3D Folder to the Remote Rendering Macs

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While you can run ScreamerNet lwsn on the remote rendering Macs across the network from the host Mac, running more than a few instances of lwsn that way has sometimes been the source of trouble resulting in lwsn crashing, failing to load the scenes or save the output, etc. For more than a few ScreamerNet lwsn nodes I prefer to simply copy the LightWave3D folder to each remote rendering Mac. That way each Mac has its own copy of the program, plugins and config files and only uses the network for the scenes and content rather than the programs as well.

  1. In any Finder window on each remote Mac, locate the host Mac in the SHARED portion of the sidebar.
  2. Select the host Mac in the sidebar and click the Connect As... button.

Mounting the NetContent Share Point from the Remote Render Macs.

  1. When the log-in window appears log in as any administrator user so that you’ll be able to access the host Mac’s Applications folder.
  2. Once connected you’ll see a list of all available shared folders and volumes on the host Mac. Select the main hard drive on the host Mac, HostHD in our example.
  3. Locate the LightWave3D folder on the host Mac.
    HostHD/Applications/NewTek/LightWave3D11.0/
  4. Copy the NewTek folder from the host Mac to each of the remote Mac’s Applications folders. Enter the appropriate administrator username/password on each remote Mac if requested.
  5. This will give you the following LightWave3D folder on each remote rendering Mac:
    /Applications/NewTek/LightWave3D11.0/
    Note that it contains the DLI_SNUB-Launcher and the SNPreferences folder created previously.

Mounting the Content Folder on the Remote Rendering Macs

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Once the NetRender content folder is shared, it’s quite easy to mount it from each remote Mac. Simply follow these steps on each remote rendering Mac:

  1. In any Finder window on each remote Mac, locate the host Mac in the SHARED portion of the sidebar.
  2. Select the host Mac in the sidebar and click the Connect As... button.

Mounting the NetContent Share Point from the Remote Render Macs.

  1. When the log-in window appears log in as the Render user with the password you set on the host Mac and click the Connect button when ready.
  2. Once connected you’ll see a list of all available shared folders on the host computer. Select the NetContent folder.

Drag-and-drop Launching the ScreamerNet lwsn Nodes with the FREE DLI_SNUB-Launcher Lite

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Rather than typing ScreamerNet lwsn command lines manually with shell scripts, 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.

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  1. 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.
  2. Drag DLI_SNUB-Launcher to the LightWave3D folder on the host Mac and also copy it to the LightWave3D folder on each of the remote rendering Macs.
    /Applications/NewTek/LightWave3D11.0/
  3. On each of the remote rendering Macs launch DLI_SNUB-Launcher and configure each as follows:

  1. Drag the LightWave3D11.0 folder to the lwsn Path button and it’ll find the proper path for lwsn:
    /Applications/NewTek/LightWave3D11.0/bin/lwsn
  2. Drag the SNPreferences Folder from the LightWave3D folder to the Config Folder button:
    /Applications/NewTek/LightWave3D11.0/SNPreferences/
  3. Drag the shared NetContent folder to the -d Content Folder button so that it reads:
    /Volumes/NetContent/ (on the remote rendering Macs)
    /Volumes/ExternalHD/NetContent/ (on the host Mac)
  4. If the bottom drawer is closed, open it with the Open Batch Render Settings -2 button.
  5. Drag the NetContent/Commands/ folder to the Command Folder button:
    /Volumes/NetContent/Commands/ (on the remote rendering Macs)
    /Volumes/ExternalHD/NetContent/Commands/
    (on the host Mac)
  6. Set the First ScreamerNet Node # to 1 on the first remote rendering Mac and set it to 2 on the second remote rendering Mac, etc. because we want to run one instance of ScreamerNet lwsn on each remote rendering Mac and one instance on the host Mac as well.
  7. 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.

Advanced Network Rendering with the Third-party OSX ScreamerNet Controller

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Since the basic network render controller that is built-in to LightWave Layout is somewhat limited for use in a production environment, we’ll use a third-party ScreamerNet controller in this example.

One of the only third-party ScreamerNet controllers that is compatible with ScreamerNet lwsn on the Mac is Jonathan Baker’s excellent OSX ScreamerNet Controller which has the following benefits over the built-in LightWave ScreamerNet network render panel. [NOTE: Jonathan Baker has discontinued his OSX ScreamerNet Controller but DLI_SNUB-Launcher still works with LightWave's built-in controller and may also be used with any other network controller that's compatible with manually launched LightWave Mac LWSN Network Nodes.]

  • Handles remote and local paths so that you can use shared folders.
  • Properly translates render output paths between Mac & PC nodes.
  • Allows scenes to be added or deleted from the render queue at any time.
  • Allows the queue to be reordered at any time.
  • Allows changing/setting the output path and frame range when adding scenes to the queue.
  • Saves the queue so it may resume in the event of a crash or power outage.
  • Scans for completed frames when adding scenes so that you can resume a crashed scene or stop and continue a render at another time.
  • Jonathan Baker is extremely responsive to the users and quickly fixes any bugs.

A new third-party render controller that now runs on Mac OS X, along with Windows and Linux, is SquidNet, though with its per core cost structure, it could prove quite a bit more expensive than OSX ScreamerNet Controller, especially if you have a render farm composed of 8/12-core Macs.

Setting up ScreamerNet Controller for OS X

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ScreamerNet Controller for OS X is easy to setup and use. Just follow these simple steps:

  1. Download the latest version of OSX ScreamerNet Controller to the host Mac.
  2. Double-click it to expand the ".zip" archive.
  3. Double-click the ScreamerNet Controller.pkg file and follow the installation instructions.
  4. Run ScreamerNet Controller Application.
  5. Select the ScreamerNet Controller for OS X -> Registration… menu item and enter your registration info. A professional license is needed to run more than five render nodes.
  6. Select ScreamerNet Controller for OS X -> ScreamerNet Controller Preferences…
  7. Next to "For Mac network nodes, the following path is mounted:" click the Set Path button.
  1. Navigate to the NetContent folder and click the choose button.
  2. Type NetContent into the corresponding text field, and hit OK.
  3. Next select the menu CPUs -> Set Max CPUs… and enter the number of ScreamerNet instances you are running. In this case we’re using 3. You’ll then see 3 CPUs listed in the top window pane.
  4. Select the menu CPUs -> Set Command Directory… and navigate to the Commands folder inside the NetContent folder and click the choose button. Now each of the CPUs should initialize and finally change to a status of Ready. If they don’t, then your setup is incorrect. Both ScreamerNet Controller and all the ScreamerNet lwsn instances must be pointed to the same command directory. They all must also have read/write access to that directory. They communicate with each other by reading and writing simple text files to this common shared directory.
  5. Now go down the CPU list and double-click on each one to open the CPU options.

CPU Options

  1. Turn on the Use Remote Mounting Path (Mac Only) option for all the remote nodes that are not running on the host machine (1-2 in this example). Leave this option OFF for the ScreamerNet instances that are running on the host machine (3 in this example). While you are doing this, you may also give each instance a name that makes it easier for you to keep track of which machine is running which ScreamerNet UB instance.

Adding Scenes to ScreamerNet Controller for OS X

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Add the first scene to the render queue.

  1. Select the menu Scenes -> Add Scene…, locate and load the first scene: "NetContent/Scenes/
    DLI_LW11-SuperBalls-Anim.lws"
  2. Set the settings for Start Frame to 1, End Frame to 10 and Step to 1
  3. Set the RGB Output File Path by click on the corresponding Change button.
  4. Navigate to the NetContent/Renders folder.
  5. Use DLI_LW11-SuperBalls-Anim as the Save As: name and click the Save button.
  6. Set the Files will be saved as: pop-up to LW_JPEG(.jpg)
  7. Click the OK button and the scene will be added to the render queue where it will be loaded by the nodes and they will begin rendering.

Add the second scene to the render queue.

  1. Select the menu Scenes -> Add Scene…, locate and load the second scene: "NetContent/Scenes/DLI_LW11-SuperBalls-LowRes.lws"
  2. Set the settings for Start Frame to 1, End Frame to 1 and Step to 1.
  3. Set the RGB Output File Path by clicking on the Change button.
  4. Navigate to the NetContent/Renders folder.
  5. Use DLI_LW11-SuperBalls-LowRes as the Save As: name and click the Save button.
  6. Set the Files will be saved as: pop-up to LW_JPEG(.jpg)
  7. Click the OK button and the scene will be added to the render queue where it will be loaded by the nodes and they will begin rendering.

Rendering Scenes with ScreamerNet Controller for OS X

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  1. As each frame is rendered, it appears in the NetContent/Renders folder.
  2. When finished rendering all scenes select CPUs -> Select All Active CPUs. Then select CPUs -> Remove CPUs. This will quit all the running ScreamerNet instances on all the remote rendering nodes.
  3. Quit ScreamerNet Controller on the host Mac.
  4. You may then un-mount the host Mac from each of the remote rendering Macs where you may also Quit all the Terminal apps on each remote Mac.

Configuring & Launching ScreamerNet lwsn
Manually with Terminal Shell Scripts

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Another way to configure and launch the ScreamerNet lwsn nodes is to use manually configured shell scripts that can be run in Terminal. For a much easier and far less error prone method to configure and launch the ScreamerNet UB nodes, just use the previous method - Drag-and-drop Launching ScreamerNet lwsn Nodes with the FREE Lite Version of DreamLight Interactive’s SNUB-Launcher.

For those hardcore users who wish to use the shell script approach, the following steps will walk you through manually creating a set of shell scripts that will hold all the command line configuration information for each individual ScreamerNet lwsn node. These shell scripts may then be used to launch the ScreamerNet lwsn nodes using the Terminal.

Setting up ScreamerNet lwsn Shell Scripts for the Remote Macs

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In this example we’ll make three shell scripts for two ScreamerNet lwsn remote Mac render nodes and one host Mac render node. We’ll be using a remote content directory path, /Volumes/NetContent, which we shared as described previously. We’ll also be using a command directory named Commands, inside this content directory.

  1. Create a ShellScripts folder in the LightWave3D11.0 folder on the host Mac.
  2. Launch TextEdit on the host Mac and create a new blank text file. If you see rulers on the window go to Format->Make Plain Text to remove them and set the document to plain text.
  3. Now type or copy/paste the following into the blank document, including the quotes, all one line.

    "/Applications/NewTek/LightWave3D11.0/bin/lwsn" -2 -c"/Applications/NewTek/LightWave3D11.0/SNPreferences/" -d"/Volumes/NetContent/" "/Volumes/NetContent/Commands/job1" "/Volumes/NetContent/Commands/ack1"
  4. Save this shell script file in the ShellScripts folder as SN-01.sh, verifying that it says Plain Text Encoding at the bottom of the save panel.
  5. With the SN-01.sh file still open, edit the file’s contents by changing the job and ack numbers both to 2, as follows:

    "/Applications/NewTek/LightWave3D11.0/bin/lwsn" -2 -c"/Applications/NewTek/LightWave3D11.0/SNPreferences/" -d"/Volumes/NetContent/" "/Volumes/NetContent/Commands/job2" "/Volumes/NetContent/Commands/ack2"
  6. Save as, this edited shell script file as SN-02.sh, in the ShellScripts folder.

Setting up ScreamerNet lwsn Shell Scripts for the Host Mac

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Now we’ll make one more shell script to run on the host Mac. The local path to the NetContent folder will be different on the host Mac than it is on the remote Macs. In our case it’s at the top level of an external hard drive with the following path.
/Volumes/ExternalHD/NetContent
In your case, replace ExternalHD throughout the following examples with your actual local path to the NetContent folder.

  1. Open the SN-01.sh shell script file in TextEdit.
  2. Edit the file’s contents by changing the job and ack numbers to 3 and editing the three NetContent paths as follows, substituting your actual local path to your NetContent folder.

    "/Applications/NewTek/LightWave3D11.0/bin/lwsn" -2 -c"/Applications/NewTek/LightWave3D11.0/SNPreferences/" -d"/Volumes/ExternalHD/NetContent/" "/Volumes/ExternalHD/NetContent/Commands/job3" "/Volumes/ExternalHD/NetContent/Commands/ack3"
  3. Save this edited shell script file as SN-Host-03.sh, in the ShellScripts folder.

Making the ScreamerNet lwsn Shell Scripts Executable

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We now need to make all the shell scripts that we just created executable.

  1. Launch /Applications/Utilities/Terminal
  2. Type into the Terminal window, cd followed by a space.
  3. Drag the ShellScripts folder from the Finder to the Terminal window to load that path into Terminal.
  4. With the Terminal window in the foreground, press the return key to execute the change directory (cd) command. This will change the current directory in Terminal to the ShellScripts folder.
  5. Now type the following command into Terminal and press the return key.
    chmod +x SN-*.sh
  6. This will make all the SN-01.sh through SN-08.sh script files executable so that you can run them through the Terminal to launch the ScreamerNet UB instances when needed.
  7. Quit Terminal.
  8. Finally copy the /Applications/LightWave3D11.0/ShellScripts folder from the host Mac to the /Applications/LightWave3D11.0/ folder on each of the remote rendering Macs.

Launching the ScreamerNet lwsn Nodes on the Rendering Macs

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Perform the following steps on each of the remote rendering Macs. The shell scripts may also be run remotely from the host Mac by using ssh to log into each of the remote Macs to run the scripts.

For additional information review Sharing the Content Folder on the Local Area Network & Mounting the Content Folder from the Render Machines.

  1. On the first remote rendering Mac launch/Applications/Utilities/Terminal
  2. Drag SN-01.sh from the Finder to the Terminal window.
  3. Bring the Terminal window to the front and press the return key to launch the ScreamerNet node #1. Note that each ScreamerNet instance will repeatedly write Can't access job file to the Terminal window. This is normal, until the render controller is started, which creates the job files.

  1. Repeat the process to run the SN-02.sh shell script on the second remote rendering Mac.
  2. Repeat the process to run the SN-Host-03.sh shell script on the host Mac.

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