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3ds Max 2012 Bible - Kelly L. Murdock [500]

By Root 1983 0
will be rendered in order. Each participating computer renders frames as quickly as possible and saves them as separate files, so you cannot use network rendering to create .avi or .mov files. Instead, you have to render the scene with each frame saved as a separate bitmap file, and then use the RAM Player, Video Post, or a third-party program (such as Adobe Premiere) to combine them into an animation file format such as .avi. •

Note

A licensed version of Max is required to do network rendering, but the good news is that only one machine in your farm needs to have an authorized copy of Max installed. No authorization whatsoever is needed on machines used for network rendering only. Simply install Max, and each network rendering machine gets its authorization from the computer that launched the render job. •

Setting Up a Network Rendering System

Before getting into the details of setting up Max for network rendering, it's important to understand the different parts of the network rendering system. This list shows the major players involved:

• Manager: The manager is a program (manager.exe) that acts as the network manager. It's the network manager's job to coordinate the efforts of all the other computers in your rendering farm. Only one machine on your network needs to be running the manager, and that same machine can also be used to render.

• Server: A rendering server is any computer on your network used to render frames of your animation. When you run the server program (server.exe), it contacts the network manager and informs it that this particular computer is available to render. The server starts up Max when the manager sends a frame to be rendered.

• 3ds Max: At least one computer in your rendering farm must have an authorized copy of Max running, although it does not need to be the same computer that is running the manager. It is from this machine that you initiate a rendering job.

• Monitor: The Monitor (monitor.exe) is a special program that lets you monitor your rendering farm. You can use it to check the current state of jobs that are running or that have been queued. You can also use it to schedule network rendering times. The Monitor is completely independent from the actual rendering process, so you can use it on one of the machines in your rendering farm, or you can use it to remotely check the status of things by connecting over the network.

Starting the Network Rendering System

Now that you know all the pieces involved, you'll need to set up your network and install a copy of Max on all the network machines that you plan on using. When installing Max on a network machine, you can use the Compact option so that Max installs only the minimum number of files it needs to be able to render. You also need to choose a destination directory where you want Max to be installed. If possible, just accept the displayed default destination and click Next.

Tip

Installing 3ds Max in the same directory on every computer can save you some maintenance headaches later on. Managing bitmap and plug-in directories is much easier if each machine has the same directory layout. •

You also need to set up several shared directories on the network where the scenes and materials can be accessed from and where the rendered scenes can be saved. Once you have these shared folders in place, you are ready to start up your network rendering system.

Tutorial: Initializing the network rendering system

The very first time you start your rendering farm, you need to help Max do a little initialization.

To initialize the network rendering system, follow these steps:

1. Start the network manager on one machine in your rendering farm. This program, Manager.exe, is in the Backburner directory. You can start the manager by selecting it and pressing Enter in Windows Explorer. After it starts up, you first see the Backburner Manager General Properties dialog box. This dialog box appears only the first time you run the Manager.exe program or if you choose Edit⇒General Settings. I cover its settings later in the chapter.

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