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		<title>3ds Max Asset Tracker Won&#8217;t Open</title>
		<link>https://ikonoform.com/3ds-max-asset-tracker-wont-open/</link>
		
		<dc:creator><![CDATA[Jens Suhr Andersen]]></dc:creator>
		<pubDate>Thu, 07 Mar 2024 18:55:00 +0000</pubDate>
				<category><![CDATA[Tips & Tricks]]></category>
		<category><![CDATA[3ds max]]></category>
		<category><![CDATA[asset tracker]]></category>
		<category><![CDATA[assets]]></category>
		<category><![CDATA[bugs]]></category>
		<category><![CDATA[workflow]]></category>
		<guid isPermaLink="false">http://ikonoform.com/?p=54779</guid>

					<description><![CDATA[*Updated March 2024* happened to me again in max 2023, but the latest version of connecter app won&#8217;t have the context menu I talked about in the 2017 update below. To get the &#8220;asset tracking&#8221; button in newer versions of connecter, you have to right...]]></description>
										<content:encoded><![CDATA[<p><em>*Updated March 2024* happened to me again in max 2023, but the latest version of connecter app won&#8217;t have the context menu I talked about in the 2017 update below. To get the &#8220;asset tracking&#8221; button in newer versions of connecter, you have to right click a scene object in 3ds max, and here you can select &#8220;Connecter Preferences&#8221;. This will again allow you to open Asset Tracking via the button in the menu that opened.</em></p>
<h4>What happened?</h4>
<p>Every now and then I&#8217;m not able to open the &#8220;Asset Tracker&#8221; in 3ds max. I&#8217;ve tried using the shortcut (shift+T) and clicking to it via the menu, but nothing happens. Apparently I&#8217;m not the only one, so I thought I&#8217;d share what I have found out works pretty great.</p>
<p>Sometimes the asset tracker window would be hiding outside the desktop area or on my second monitor. To check this, the first thing I do is to try open up asset tracking (so the window in theory would be selected). Hold down the windows button and then click your left/right arrow key a couple of times to see if it shows up on screen again.</p>
<p>If this didn&#8217;t work,  I used to deleted the whole ENU folder as suggested on <span style="color: #00ccff;"><a style="color: #00ccff;" href="https://knowledge.autodesk.com/support/3ds-max/troubleshooting/caas/sfdcarticles/sfdcarticles/Resetting-3ds-Max-3ds-Max-Design.html" target="_blank" rel="noopener">Autodesk&#8217;s own site</a>.</span></p>
<p>The big problem here is that while all your problems are pretty likely to go away, you&#8217;ll loose all of your customized interface settings and have to set everything up again. This can be a huge pain.</p>
<h4>Updated quicker solution (19-10-2017)</h4>
<p>It&#8217;s been a while since this bug has happened to me, but today it did! Even though the original solution I posted last year still works great, it is a hassle. So try this first and if it doesn&#8217;t work for you, just skip this section and go to the original one.</p>
<ol>
<li>Download the <a href="https://www.designconnected.com/connecter/" target="_blank" rel="noopener"><span style="color: #00ccff;">Connecter app</span></a> for 3ds max (amazing assets app btw.)</li>
<li>Drag one of your assets into the 3ds max viewport</li>
<li>Click &#8220;About/Config&#8230;&#8221;<br />
<a href="https://ikonoform.com/wp-content/uploads/2016/11/connecter_asset_about_config_button.jpg"><img fetchpriority="high" decoding="async" class="size-full wp-image-55845 aligncenter" src="https://ikonoform.com/wp-content/uploads/2016/11/connecter_asset_about_config_button.jpg" alt="" width="233" height="375" srcset="https://ikonoform.com/wp-content/uploads/2016/11/connecter_asset_about_config_button.jpg 233w, https://ikonoform.com/wp-content/uploads/2016/11/connecter_asset_about_config_button-186x300.jpg 186w" sizes="(max-width: 233px) 100vw, 233px" /></a></li>
<li>Click &#8220;3ds Max: Asset Tracking&#8230;&#8221;<br />
<a href="https://ikonoform.com/wp-content/uploads/2016/11/connecter_asset_track_button.jpg"><img decoding="async" class="size-full wp-image-55846 aligncenter" src="https://ikonoform.com/wp-content/uploads/2016/11/connecter_asset_track_button.jpg" alt="" width="306" height="390" srcset="https://ikonoform.com/wp-content/uploads/2016/11/connecter_asset_track_button.jpg 306w, https://ikonoform.com/wp-content/uploads/2016/11/connecter_asset_track_button-235x300.jpg 235w" sizes="(max-width: 306px) 100vw, 306px" /></a></li>
<li>Voila!</li>
</ol>
<h4>A more targeted solution</h4>
<p>I&#8217;ve spend a few hours on tracking down the thing in the ENU folder that was causing this bug. I started out by deleting stuff in the ENU folder systematically. Then I started up max to see if the bug was gone, if not: repeat. When I finally found the file that was the problem, I took the same approach and started deleting lines of &#8220;code&#8221; inside the file until the bug was gone. Slowly I narrowed it down to this line of text (marked in yellow) in the 3dsmax.ini file:</p>
<p><a href="//ikonoform.com/wp-content/uploads/2016/11/Bug_missing_Asset_Tracker_3ds_max_solution.jpg"><img decoding="async" class="wp-image-54786 size-full aligncenter" src="//ikonoform.com/wp-content/uploads/2016/11/Bug_missing_Asset_Tracker_3ds_max_solution.jpg" width="570" height="72" srcset="https://ikonoform.com/wp-content/uploads/2016/11/Bug_missing_Asset_Tracker_3ds_max_solution.jpg 570w, https://ikonoform.com/wp-content/uploads/2016/11/Bug_missing_Asset_Tracker_3ds_max_solution-300x38.jpg 300w" sizes="(max-width: 570px) 100vw, 570px" /></a></p>
<p>The file is just inside the ENU folder as seen below.</p>
<p><a href="//ikonoform.com/wp-content/uploads/2016/11/3dsmax_ini_file.jpg"><img loading="lazy" decoding="async" class="size-full wp-image-54787 aligncenter" src="//ikonoform.com/wp-content/uploads/2016/11/3dsmax_ini_file.jpg" alt="3dsmax_ini_file" width="466" height="304" srcset="https://ikonoform.com/wp-content/uploads/2016/11/3dsmax_ini_file.jpg 466w, https://ikonoform.com/wp-content/uploads/2016/11/3dsmax_ini_file-300x196.jpg 300w" sizes="auto, (max-width: 466px) 100vw, 466px" /></a></p>
<p>To fix the asset tracker not opening, do the following:</p>
<ol>
<li>Close all instances of 3ds max</li>
<li>Navigate to: <i>C:\Users\%username%\AppData\Local\Autodesk\3dsMax\2016 &#8211; 64bit\ENU</i></li>
<li>Open the 3dsmax.ini file (right click and &#8220;open with&#8221; notepad)</li>
<li>Find the line above that I&#8217;ve marked in yellow: <em><span style="text-decoration: underline;">InstallPath=C:\Program Files\Autodesk\3ds Max 2016\</span> </em>(your&#8217;s might end in 2017 or what ever version you have)</li>
<li>Delete that line and click save</li>
</ol>
<p>When you start up max the next time you&#8217;ll be met with the unit conversion pop-up (just click ok) and the template startup screen. Everything else should be intact.</p>
<p>I&#8217;m still not sure what is causing this bug, but this fix will have your asset tracking working again quickly without messing up your interface.</p>
]]></content:encoded>
					
		
		
			</item>
		<item>
		<title>3ds Max Scene States Won&#8217;t Open</title>
		<link>https://ikonoform.com/3ds-max-scene-states-wont-open/</link>
		
		<dc:creator><![CDATA[Jens Suhr Andersen]]></dc:creator>
		<pubDate>Mon, 02 Apr 2018 13:30:07 +0000</pubDate>
				<category><![CDATA[Tips & Tricks]]></category>
		<category><![CDATA[3ds max]]></category>
		<category><![CDATA[asset tracker]]></category>
		<category><![CDATA[assets]]></category>
		<category><![CDATA[bugs]]></category>
		<category><![CDATA[workflow]]></category>
		<guid isPermaLink="false">https://ikonoform.com/?p=56025</guid>

					<description><![CDATA[This &#8220;fix&#8221; was tested on a Win10 PC with 3ds max 2016 and a 3Dconnexion SpaceMouse Pro, so I can&#8217;t guarantee it will work for you. &#160; How to fix it If you are having problems trying to open the Scene States in 3ds max...]]></description>
										<content:encoded><![CDATA[<p><em>This &#8220;fix&#8221; was tested on a Win10 PC with 3ds max 2016 and a 3Dconnexion SpaceMouse Pro, so I can&#8217;t guarantee it will work for you.</em></p>
<p>&nbsp;</p>
<h4>How to fix it</h4>
<p>If you are having problems trying to open the Scene States in 3ds max and you are using a 3Dconnexion product (like the SpaceMouse Pro I&#8217;m using), go <span style="color: #00ccff;"><a style="color: #00ccff;" href="https://www.3dconnexion.com/service/drivers.html" target="_blank" rel="noopener">download the latest driver</a></span>, reboot and you should once again have your Scene States back!</p>
<p><a href="https://ikonoform.com/wp-content/uploads/2018/04/3dconnextion-driver.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-56026" src="https://ikonoform.com/wp-content/uploads/2018/04/3dconnextion-driver.jpg" alt="" width="453" height="510" srcset="https://ikonoform.com/wp-content/uploads/2018/04/3dconnextion-driver.jpg 453w, https://ikonoform.com/wp-content/uploads/2018/04/3dconnextion-driver-266x300.jpg 266w" sizes="auto, (max-width: 453px) 100vw, 453px" /></a></p>
<p>As you can see from my screenshot I&#8217;m using the 10.5.4 version and there is now a newer driver, but I simply don&#8217;t dare to update now it&#8217;s finally working! I&#8217;m pretty sure the latest one should work for you too, but in case it doesn&#8217;t let me know and I still have the 10.5.4 installer I can send for you to try.</p>
<p>&nbsp;</p>
<p>Good luck!</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
]]></content:encoded>
					
		
		
			</item>
		<item>
		<title>Render Node Part III &#8211; Best Practices &#038; Usage</title>
		<link>https://ikonoform.com/render-node-part-iii-best-practices-usage/</link>
		
		<dc:creator><![CDATA[Jens Suhr Andersen]]></dc:creator>
		<pubDate>Wed, 28 Sep 2016 13:00:00 +0000</pubDate>
				<category><![CDATA[How-To]]></category>
		<category><![CDATA[3ds max]]></category>
		<category><![CDATA[assets]]></category>
		<category><![CDATA[connecter]]></category>
		<category><![CDATA[network]]></category>
		<category><![CDATA[render]]></category>
		<category><![CDATA[render node]]></category>
		<category><![CDATA[workflow]]></category>
		<guid isPermaLink="false">http://ikonoform.dk/?p=54162</guid>

					<description><![CDATA[This is the 3rd and final post in my three-part series of building and using your first render node with 3ds Max and Backburner. &#160; Render Node Part I &#8211; &#8220;Affordable &#38; Powerful&#8221; Part II &#8211; &#8220;Network, 3ds Max &#38; Backburner&#8221; Part III &#8211; &#8220;Best Practices...]]></description>
										<content:encoded><![CDATA[<p><em>This is the 3rd and final post in my three-part series of building and using your first render node with 3ds Max and Backburner.</em></p>
<p>&nbsp;</p>
<p><strong>Render Node</strong></p>
<p>Part I &#8211; <span style="color: #00ccff;"><a style="color: #00ccff;" href="//ikonoform.com/render-node-part-i-affordable-powerful/">&#8220;Affordable &amp; Powerful&#8221;</a></span><br />
Part II &#8211; <span style="color: #00ccff;"><a style="color: #00ccff;" href="//ikonoform.com/render-node-part-ii-network-3ds-max-backburner/">&#8220;Network, 3ds Max &amp; Backburner&#8221;</a></span><br />
<strong>Part III &#8211; &#8220;Best Practices &amp; Usage&#8221;</strong></p>
<hr />
<h4></h4>
<p>&nbsp;</p>
<p>Now you got your very own render node set up and sending jobs to it like a maniac, I&#8217;ll share a few ways to get more out of it and some helpful reminders.</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<h4>Organize your assets</h4>
<p>&nbsp;</p>
<p>Having a well organized library of assets to use in your scene is a fantastic thing to have. It&#8217;s not quick to get it all sorted and it&#8217;s hard to keep in order when client work takes over your schedule. It is however worth setting up and will be a huge timesaver down the road.</p>
<p>&nbsp;</p>
<p>When I only had my workstation do the renders, everything was mostly scattered about on a large harddisk inside the workstation. I had begun to organize my assets (textures, models, maps etc.) in folders based on the name/company of the asset or where I had bought them.</p>
<p>&nbsp;</p>
<p>This was a quick and simple way as that was how the files were delivered. When I needed to find an asset, I would struggle to try and remember the brand of a specific chair or in what package that nice tree was in. That&#8217;s no way to work efficiently and it&#8217;s so easy to just stick with this quick and dirty solution of finding the asset, curse at the time it took, and then do it again on the next project.</p>
<p>&nbsp;</p>
<p>Here&#8217;s a folder structure example of what works best for me now:</p>
<p>&nbsp;</p>
<p><strong>Models</strong> (main folder)</p>
<ul>
<li>Exterior
<ul>
<li>Plants
<ul>
<li>Trees
<ul>
<li>Tree 01.max</li>
<li>Super Special Leaf Texture.jpg</li>
</ul>
</li>
<li>Tree Maps
<ul>
<li>Basic Leaf Texture 01.jpg</li>
<li>Basic Leaf Texture 02.jpg</li>
</ul>
</li>
</ul>
</li>
</ul>
</li>
</ul>
<p>&nbsp;</p>
<ul>
<li>Interior
<ul>
<li>Sofas
<ul>
<li>Vintage Sofas
<ul>
<li>Vintage Sofa 01
<ul>
<li>Vintage Sofa 01.max</li>
<li>Super Special Leather Texture 01.jpg</li>
</ul>
</li>
</ul>
</li>
<li>Fabric Maps
<ul>
<li>Basic Cotton 01.jpg</li>
<li>Basic Leather 01.jpg</li>
</ul>
</li>
</ul>
</li>
</ul>
</li>
</ul>
<p>&nbsp;</p>
<p>You can keep making subfolders from here to eternity, but that&#8217;s no fun to browse through later on. So do it as you find reasonable.</p>
<p>&nbsp;</p>
<p>Notice how I have my basic textures in a model category folder and then custom maps in the specific model&#8217;s folder.</p>
<p>&nbsp;</p>
<p><strong>Put basic textures in a &#8220;main folder&#8221; and model specific ones in the model&#8217;s folder.</strong></p>
<p>&nbsp;</p>
<p>There&#8217;s no need to have the same leather texture in every one of your model folders, neither do I recommend just linking to a specific model folder for them all to share. This can get really messy and hard to manage.</p>
<p>&nbsp;</p>
<h5><strong>Connecter app</strong></h5>
<p>&nbsp;</p>
<p>There&#8217;s quite a few plugins for 3ds max out there that can help you organize your assets. <span style="color: #00ccff;"><span style="color: #000000;">The free</span><a style="color: #00ccff;" href="//connecterapp.com/"> Connecter app</a></span> by CG Connected is by far my favorite and the only one I use now.</p>
<p>&nbsp;</p>
<p>Take a look at some of their quick tutorials, it&#8217;s really simple and works like a charm. It even allows you to keep your messy file structure of your asset library, but you might as well start to organize them a bit better. Who knows if they stop the development of the app and it won&#8217;t work with a future version of max. If that happens, you&#8217;ll still know how to find your stuff and get it ready for a new asset manager app.</p>
<p>&nbsp;</p>
<h5><strong>Use Network Paths</strong></h5>
<p>&nbsp;</p>
<p>As I mentioned in <span style="color: #00ccff;"><a style="color: #00ccff;" href="//ikonoform.com/render-node-part-ii-network-3ds-max-backburner/">Part II</a></span> it is crucial that your assets links to a location your node will be able to read from. I highly recommend network paths.</p>
<p>&nbsp;</p>
<p>The problem you are facing now is that all of your assets links to somewhere local on your workstation or an external hard drive &#8211; same thing, the render node won&#8217;t be able to read them.</p>
<p>&nbsp;</p>
<p>Since I haven&#8217;t found a way to batch relink all of my assets, I do it as I need them <em>-please write me if you know about one and I&#8217;ll update this guide asap.</em></p>
<p>&nbsp;</p>
<p>The Connecter app makes this really quick and easy to do. It allows you to drag &#8216;n drop your models from the app directly in to the 3ds max viewport. After merging the model into the scene, the app will prompt you to relocate the texture paths if they aren&#8217;t matching. If you are dragging in old models you have already mapped textures to locally, the app won&#8217;t prompt you. In this case you can just use the <a href="//www.colinsenner.com/scripts/relink-bitmaps"><span style="color: #00ccff;">Relink Bitmaps</span></a> plugin to remap the links through a network path (as explained in Part II).</p>
<p>&nbsp;</p>
<p><a href="//ikonoform.com/wp-content/uploads/2016/07/connecter_missing_01.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-54695" src="//ikonoform.com/wp-content/uploads/2016/07/connecter_missing_01.jpg" alt="connecter_missing_01" width="282" height="245" /></a></p>
<p>&nbsp;</p>
<p>To apply network paths to your new models, you need to browse for the location fairly close to the asset you are using.</p>
<p>&nbsp;</p>
<p><a href="//ikonoform.com/wp-content/uploads/2016/07/connecter_missing_02.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-54696" src="//ikonoform.com/wp-content/uploads/2016/07/connecter_missing_02.jpg" alt="connecter_missing_02" width="1002" height="445" srcset="https://ikonoform.com/wp-content/uploads/2016/07/connecter_missing_02.jpg 1002w, https://ikonoform.com/wp-content/uploads/2016/07/connecter_missing_02-300x133.jpg 300w, https://ikonoform.com/wp-content/uploads/2016/07/connecter_missing_02-768x341.jpg 768w, https://ikonoform.com/wp-content/uploads/2016/07/connecter_missing_02-700x311.jpg 700w" sizes="auto, (max-width: 1002px) 100vw, 1002px" /></a></p>
<p>&nbsp;</p>
<p>Here I&#8217;ve browsed to my &#8220;&#8230;/models/interior&#8221; folder and the app managed to find the missing assets in a subfolder. Next time you drag in a model, you can simply click the history tab and then click &#8220;search&#8221;. I&#8217;ve tried to add the same path to the &#8220;Favorites&#8221; button, but for some reason this doesn&#8217;t seem to work. The app is still in the beta stage, so things might change.</p>
<p>&nbsp;</p>
<p>The app does some work behind the scene and relinks the model you dragged in with it&#8217;s new paths. So the next time you drag that model in, the paths are remembered and will work with the render node. Pretty nice right?</p>
<p>&nbsp;</p>
<h4>Rendering your first job on the node</h4>
<p>&nbsp;</p>
<p>In case you missed it in the guide from Autodesk on <span style="color: #00ccff;"><a style="color: #00ccff;" href="https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2016/ENU/3DSMax/files/GUID-50FCDD2A-2D68-427C-B75E-65A0717FD2FC-htm.html">how to use backburner</a></span>, it&#8217;s crucial that you remember to specify where the render node should save the rendered image. If you forget this, the image is lost and you have to render again. So make this the first step when you set up the render job:</p>
<p>&nbsp;</p>
<p><a href="//ikonoform.com/wp-content/uploads/2016/07/Save_target_network.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-54702" src="//ikonoform.com/wp-content/uploads/2016/07/Save_target_network.jpg" alt="save_target_network" width="438" height="1210" srcset="https://ikonoform.com/wp-content/uploads/2016/07/Save_target_network.jpg 438w, https://ikonoform.com/wp-content/uploads/2016/07/Save_target_network-109x300.jpg 109w, https://ikonoform.com/wp-content/uploads/2016/07/Save_target_network-434x1200.jpg 434w" sizes="auto, (max-width: 438px) 100vw, 438px" /></a></p>
<p>&nbsp;</p>
<p>Remember to browse to the save location through the &#8220;Network&#8221; group and not &#8220;This PC&#8221; so you&#8217;ll get a network path &#8211; yeah I&#8217;m really trying to make you remember that you are now working via network.</p>
<p>&nbsp;</p>
<h5><strong>Render passes and file formats</strong></h5>
<p>&nbsp;</p>
<p>The same thing goes for your render passes. Save them to a network location (preferably the same as your normal image output. If you&#8217;re not feeling too fancy, I recommend 16- or 32bit tiffs as you get more image information (texture details and lighting) to play with later in Photoshop.</p>
<p>&nbsp;</p>
<p>In Photoshop you can load them all at once by using the &#8220;Load Files into Stack&#8221; option. Like this:</p>
<p>&nbsp;</p>
<p><a href="//ikonoform.com/wp-content/uploads/2016/07/PS_load_stack.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-54705" src="//ikonoform.com/wp-content/uploads/2016/07/PS_load_stack.jpg" alt="ps_load_stack" width="576" height="752" srcset="https://ikonoform.com/wp-content/uploads/2016/07/PS_load_stack.jpg 576w, https://ikonoform.com/wp-content/uploads/2016/07/PS_load_stack-230x300.jpg 230w" sizes="auto, (max-width: 576px) 100vw, 576px" /></a></p>
<p>&nbsp;</p>
<p>I hate all these separate render passes lying around in folders, it&#8217;s a mess. So what I find really great is to save my render output in the .exr format. This will result in just a single .exr file that includes everything (the main image and all your render passes).</p>
<p>&nbsp;</p>
<p>The only downside is that Photoshop can&#8217;t separate all those passes into layers unless you get the <del>50$</del> (It&#8217;s now free!) <span style="color: #00ccff;"><a style="color: #00ccff;" href="//www.fnordware.com/ProEXR/">ProEXR</a></span> plugin from fnord.  Update: There&#8217;s also a free plugin called <span style="color: #00ccff;"><a style="color: #00ccff;" href="//www.exr-io.com/">Exr-IO</a></span> this one seems a bit more user friendly, so I&#8217;ll personally try it out soon.</p>
<p>&nbsp;</p>
<h5><strong>Distributed rendering</strong></h5>
<p>&nbsp;</p>
<p>While it&#8217;s great to be able to send render jobs to the node and continue work on your workstation, there will be times where you&#8217;ll only have one big image to do or maybe an animation. This is where distributed rendering (DR) comes in handy.</p>
<p>&nbsp;</p>
<p>Basically, the DR option of your render engine will use both/all your available machines to work on just one single image.</p>
<p>&nbsp;</p>
<h5><strong>Speed up the start up</strong></h5>
<p>&nbsp;</p>
<p>If you want to save a little money on your electrical bill, turn off the render node when you know you won&#8217;t be needing it for a period of time. Mine doesn&#8217;t run during the night unless it&#8217;s actually working on an image. That meant that every time I would turn it on, I had to log on through TeamViewer to launch the Backburner Server, Corona DR server etc.</p>
<p>&nbsp;</p>
<p>You can make windows do that for you when the node starts up &#8211; also remove any password/login stuff on the node so you don&#8217;t have to type that in.</p>
<p>&nbsp;</p>
<p>Its really simple to do: <span style="color: #00ccff;"><a style="color: #00ccff;" href="//www.howtogeek.com/228467/how-to-make-a-program-run-at-startup-on-any-computer/">How to make a program run at startup on any computer</a></span> &#8211; quick and easy guide from howtogeek.com</p>
<p>&nbsp;</p>
<p>Now you can just power on the node, wait for it&#8217;s name to pop up in a TeamViewer notification or see it in the Backburner Manager on your workstation. You are now ready to start sending render jobs to it.</p>
<p>&nbsp;</p>
<h5></h5>
<h5><strong>Keep an eye on the CPU temperature</strong></h5>
<p>&nbsp;</p>
<p>During the many hours of work your node will heat up. The Xeons are build to operate well without damage at fairly high temperatures. Even though they are able to do this, I found it assuring to know that things weren&#8217;t overheating.</p>
<p>&nbsp;</p>
<p>On the node you can install a very simpel program called <span style="color: #00ccff;"><a style="color: #00ccff;" href="//www.cpuid.com/softwares/hwmonitor.html">HWMonitor.</a></span> Launch this when you are rendering your first render job and make sure the temperatures doesn&#8217;t go above 85 degrees celsius (185F). If they do, there&#8217;s something wrong with your CPU cooler or airflow through the case. If they don&#8217;t, be happy and check them again when summer time arrives.</p>
<p>&nbsp;</p>
<p><strong>Happy rendering!</strong></p>
<h4></h4>
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