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	<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 fetchpriority="high" 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 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="(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 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="(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>
]]></content:encoded>
					
		
		
			</item>
		<item>
		<title>Render Node Part II &#8211; Network, 3ds Max &#038; Backburner</title>
		<link>https://ikonoform.com/render-node-part-ii-network-3ds-max-backburner/</link>
					<comments>https://ikonoform.com/render-node-part-ii-network-3ds-max-backburner/#comments</comments>
		
		<dc:creator><![CDATA[Jens Suhr Andersen]]></dc:creator>
		<pubDate>Wed, 21 Sep 2016 11:30:42 +0000</pubDate>
				<category><![CDATA[How-To]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[3ds max]]></category>
		<category><![CDATA[backburner]]></category>
		<category><![CDATA[farm]]></category>
		<category><![CDATA[Hardware]]></category>
		<category><![CDATA[network]]></category>
		<category><![CDATA[node]]></category>
		<category><![CDATA[render]]></category>
		<category><![CDATA[workflow]]></category>
		<guid isPermaLink="false">http://ikonoform.com/?p=54671</guid>

					<description><![CDATA[This is the 2nd 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 &#38; Usage&#8221; &#160;...]]></description>
										<content:encoded><![CDATA[<p><em>This is the 2nd 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><span style="color: #00ccff;"><a style="color: #00ccff;" href="//ikonoform.com/render-node-part-i-affordable-powerful/">Part I &#8211; &#8220;Affordable &amp; Powerful&#8221;</a></span><br />
<strong>Part II &#8211; &#8220;Network, 3ds Max &amp; Backburner&#8221;</strong><br />
Part III &#8211; <span style="color: #00ccff;"><a style="color: #00ccff;" href="//ikonoform.com/render-node-part-iii-best-practices-usage/">&#8220;Best Practices &amp; Usage&#8221;</a></span></p>
<hr />
<h4></h4>
<p>&nbsp;</p>
<h5 style="padding-left: 30px;"><span style="color: #666666;">This is not a step-by-step guide as this is covered in great detail on many other sites. Instead I&#8217;ll gather the resources you need, link it here and add my own tips &amp; tricks that most of the sites don&#8217;t mention.</span></h5>
<p>&nbsp;</p>
<p>&nbsp;</p>
<h4>Network Setup</h4>
<p>&nbsp;</p>
<h5><strong>Connection</strong></h5>
<p>&nbsp;</p>
<p>Now you&#8217;ve got a render node sitting pretty over there in the corner, it&#8217;s time to get it up and running!</p>
<p>&nbsp;</p>
<p>For this to work the best, you&#8217;ll need to connect your workstation and node to the same switch via ethernet cables. Getting a gigabit switch is advised for better transfer speeds. I went with a 8-port one from D-Link and it works great.</p>
<p><a href="//ikonoform.com/wp-content/uploads/2016/07/d-link.png"><img loading="lazy" decoding="async" class="aligncenter wp-image-54507" src="//ikonoform.com/wp-content/uploads/2016/07/d-link-300x167.png" width="450" height="251" srcset="https://ikonoform.com/wp-content/uploads/2016/07/d-link-300x167.png 300w, https://ikonoform.com/wp-content/uploads/2016/07/d-link.png 600w" sizes="auto, (max-width: 450px) 100vw, 450px" /></a>With everything connected and turned on, let&#8217;s get the two machines talking with each other.</p>
<p>&nbsp;</p>
<p>What you need to do, is to create a Windows HomeGroup for your workstation and node to be a part of. This will allow your workstation to send data to your node and allow your node to access your workstation&#8217;s shared assets (mostly textures).</p>
<p>&nbsp;</p>
<h5><strong>Creating a Windows HomeGroup Network</strong></h5>
<p>&nbsp;</p>
<p>Mauro Huculak over at Windows Central has made a great guide on how to do this:</p>
<p><span style="color: #00ccff;"><a style="color: #00ccff;" href="//www.windowscentral.com/how-setup-and-manage-windows-10-homegroup-local-network" target="_blank" rel="noopener">How to setup and manage windows 10 homegroup local network</a> </span>(opens in a new tab)</p>
<p>&nbsp;</p>
<p>Once you&#8217;ve created your homegroup you can skip all the steps untill you get to<em> &#8220;How to add computers to a HomeGroup&#8221;.</em></p>
<p>After that section continue to the next part: <em>&#8220;How to share additional folders with your HomeGroup&#8221;</em>.</p>
<p>&nbsp;</p>
<p>Done.</p>
<p>&nbsp;</p>
<h5><strong>Shareable Assets</strong></h5>
<p>&nbsp;</p>
<p>Now that your HomeGroup is set up and you know how to share additional folders, you should see if you can access a shared workstation folder from your node. Try and transfer the 3ds Max installer to check speeds and accessibility.</p>
<p>&nbsp;</p>
<p>If it doesn&#8217;t work as planned, hit up google with the error message you received or something simple like: <em>&#8220;can&#8217;t access shared folder on HomeGroup&#8221;. </em>I can&#8217;t cover them all here, so google is your best friend (as always).</p>
<p>&nbsp;</p>
<p>When all is good, it&#8217;s time to start making your assets (3D models, textures, proxies etc.) accessible to the node. Make the folder where you keep your assets a shared folder on your HomeGroup and make sure you can access it from the node.</p>
<p>&nbsp;</p>
<p><a href="//ikonoform.com/wp-content/uploads/2016/07/Asset_Folder.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-54476" src="//ikonoform.com/wp-content/uploads/2016/07/Asset_Folder.jpg" alt="Asset_Folder" width="274" height="146" /></a></p>
<h6 style="text-align: center;"><em>This is my shared assets folder setup. </em></h6>
<h6 style="text-align: center;"><em>(Will move everything to my NAS later)</em></h6>
<p>&nbsp;</p>
<p>There&#8217;s a few things that could go wrong when you send out your first render job to the node. Don&#8217;t worry, we&#8217;ll go through the big ones and you should be good to go soon.</p>
<p>&nbsp;</p>
<h5><strong>Use Network Paths</strong></h5>
<p>&nbsp;</p>
<p>When you send the job to the node, it reads the scene as it was on your workstation. I.e.: all the plugins you&#8217;ve used to create the scene, every proxy scattered and every single texture file probably points to somewhere local on your workstation&#8217;s drives.</p>
<p>&nbsp;</p>
<p>If all your assets are on your D: drive the path for a texture would probably look like this: <em>D:/Assets/Textures/Concrete/Concrete_Dark_01.jpg</em></p>
<p>&nbsp;</p>
<p>This is a problem for the render node.</p>
<p>&nbsp;</p>
<p>When it loads up the scene it expects to find that concrete texture image on the D-drive &#8211; but it doesn&#8217;t know that it&#8217;s the <em>workstation&#8217;s</em> D-drive.</p>
<p>&nbsp;</p>
<p>With a path like that, it will look for it locally, but since there isn&#8217;t any D-drive in the node, it will fail to load it and you won&#8217;t see that beautiful concrete texture in your finished render.</p>
<p>&nbsp;</p>
<p><strong>What you need to do is to make sure that your scene assets are all mapped with a <em><span style="text-decoration: underline;">network</span></em> path instead of a <em>local</em> path.</strong></p>
<p>&nbsp;</p>
<p><a href="//ikonoform.com/wp-content/uploads/2016/07/Network_path.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-54478" src="//ikonoform.com/wp-content/uploads/2016/07/Network_path.jpg" alt="Network_path" width="780" height="32" srcset="https://ikonoform.com/wp-content/uploads/2016/07/Network_path.jpg 780w, https://ikonoform.com/wp-content/uploads/2016/07/Network_path-300x12.jpg 300w, https://ikonoform.com/wp-content/uploads/2016/07/Network_path-768x32.jpg 768w, https://ikonoform.com/wp-content/uploads/2016/07/Network_path-700x29.jpg 700w" sizes="auto, (max-width: 780px) 100vw, 780px" /></a></p>
<h6 style="text-align: center;"><em>How a network path looks like in 3ds Max&#8217;s Asset Tracking (Shit+T)</em></h6>
<p>&nbsp;</p>
<p>Depending on how many assets you have, changing all of them one by one from their local path to the network path, will take ages. The whole point of the render node was to save time. I hope you&#8217;re not having second thoughts,<strong> I promise you all this work will be worth it in the end.</strong></p>
<p>&nbsp;</p>
<p>I haven&#8217;t yet found a way that can batch remap all of your assets. So what I did with old scenes was to use Colin Senner&#8217;s free <a href="//www.colinsenner.com/scripts/relink-bitmaps" target="_blank" rel="noopener"><span style="color: #00ccff;">Relink Bitmaps</span></a> script &#8211; I&#8217;ll go in to detail on this script in a later post. For now a quick way to redo your scene&#8217;s assets&#8217; paths, is to open up 3ds Max&#8217;s <em>Asset Tracking</em> (Shit+T), mark all the assets, right click and choose strip path.</p>
<p>&nbsp;</p>
<p><a href="//ikonoform.com/wp-content/uploads/2016/09/Strip_Paths.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-54685" src="//ikonoform.com/wp-content/uploads/2016/09/Strip_Paths.jpg" alt="strip_paths" width="664" height="492" srcset="https://ikonoform.com/wp-content/uploads/2016/09/Strip_Paths.jpg 664w, https://ikonoform.com/wp-content/uploads/2016/09/Strip_Paths-300x222.jpg 300w" sizes="auto, (max-width: 664px) 100vw, 664px" /></a></p>
<p>&nbsp;</p>
<p>Now start up Relink Bitmaps. Add a new &#8220;Saved path&#8221; by clicking the + icon and browse to your assets folder. <strong>It&#8217;s crucial that you find your folder through &#8220;Network&#8221; and not just through &#8220;This PC&#8221;.</strong> Its basically the same thing, but when you do it through the network path, the node will know where to look.</p>
<p>&nbsp;</p>
<p>When you&#8217;ve added the network path to your assets, click the big &#8220;Relink&#8221; button and wait. Any missing textures will show up on the right and you might need to add more network folder paths for them to be found.</p>
<p>&nbsp;</p>
<h4>Installing The Software</h4>
<p>&nbsp;</p>
<h5><strong>3ds Max &amp; Backburner</strong></h5>
<p>&nbsp;</p>
<p>You won&#8217;t be needing a separate licens for 3ds Max. Just install it and close the window when it asks you to activate or use it as a trial and you are good to go. Later on when you are sending a render job to the node, max opens in a special mode and won&#8217;t trigger any activation prompt.</p>
<p>Backburner should install as standard when you run the 3ds Max installer, but check that you have it on both your workstation and node.</p>
<p>&nbsp;</p>
<h5><strong>Render Engine</strong></h5>
<p>&nbsp;</p>
<p>Installing your render engine depends entirely on the product you are using. I&#8217;m using the <span style="color: #00ccff;"><a style="color: #00ccff;" href="https://corona-renderer.com/" target="_blank" rel="noopener">Corona Render</a></span> engine. I get three (3) render node licenses included in the price. With Vray you need to pay a fixed amount per render node license. So add that to the node cost if Vray is your thing.</p>
<p>&nbsp;</p>
<p><a href="//ikonoform.com/wp-content/uploads/2016/07/Corona_DR_install.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-54460" src="//ikonoform.com/wp-content/uploads/2016/07/Corona_DR_install.jpg" alt="Corona_DR_install" width="600" height="400" srcset="https://ikonoform.com/wp-content/uploads/2016/07/Corona_DR_install.jpg 600w, https://ikonoform.com/wp-content/uploads/2016/07/Corona_DR_install-300x200.jpg 300w" sizes="auto, (max-width: 600px) 100vw, 600px" /></a></p>
<h6 style="text-align: center;"><em>Check your installed 3ds Max version and tick the DR server option</em></h6>
<h5></h5>
<h5></h5>
<h5><strong>Plugins</strong></h5>
<p>&nbsp;</p>
<p>I&#8217;m a big fan of plugins, but for the node to understand the data you send it (a render job), you will also have to install the plugins on that node. Most plugins have an option to <em>&#8220;install on render node, slave or DR&#8221;</em> in the install menu, like the Corona screenshot above.</p>
<p>&nbsp;</p>
<p>Remember to also copy the plugins you&#8217;ve installed without a typical .exe installer to your node. Look in your max root /plugins folder.</p>
<p>&nbsp;</p>
<h5><strong>Extras</strong></h5>
<p>&nbsp;</p>
<p>Instead of having an extra monitor, mouse and keyboard connected, I highly recommend handling your node via remote access. It&#8217;s nice being able to see what&#8217;s going on from the comfort of your workstation.</p>
<p>&nbsp;</p>
<p>For this purpose I use a free program called <a href="https://www.teamviewer.com/" target="_blank" rel="noopener"><span style="color: #00ccff;">TeamViewer</span></a>. With this you can connect to the node via your workstation, laptop etc. and a window with the node&#8217;s desktop will pop up. From here you can control it as if you had your peripherals directly connected to it.</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<h4>How To Setup Backburner:</h4>
<p>&nbsp;</p>
<p>Autodesk has a great article describing multiple scenarios <span style="color: #00ccff;"><strong><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" target="_blank" rel="noopener">here</a>.</strong><span style="color: #000000;"> Click on the <em>&#8220;</em><em>Basic Procedure 2&#8243;</em> to get straight to the steps you&#8217;ll need in this case.</span></span></p>
<p>&nbsp;</p>
<h4>What&#8217;s Next?</h4>
<p>&nbsp;</p>
<p>Alright, I&#8217;m sure you have a lot on your to-do list. It might take a day or two to get working, but I hope I&#8217;ve saved you some time and hassle with this post.</p>
<p>&nbsp;</p>
<p>In part III you will learn some more basics, tips &amp; tricks when using your render node.</p>
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