![]() The major advantage of this setup is each concurrent instance of Softimage will be from the same scene file, therefore using the same ‘workgroup’ and therefore will not collide. You can dial up the number of concurrent instances of Softimage: 1, 2, 3, etc and use the GPUs Per Task to control the mapping of 1 or more GPU cards to each instance of Softimage. Run just 1 x Deadline Worker, but increase the “ConcurrentTasks” setting to say, “2” in Softimage which will cause 2 x instances of Softimage to execute, but also use the GPUs Per Task setting, which will allow you to create a virtual mapping between thread id and GPU id. If you are wanting to run multiple Workers to allow for GPU rendering to be controlled by affinity, then we suggest a different approach to solve this situation. ![]() So, although Deadline is successfully executing a set ‘workgroup’ command (via an external process), it unfortunately has the individual file-collision issue where for a brief period of time, it is set to potentially the wrong ‘workgroup’ for one of the Workers if it is trying to render a different job compared to another Worker. The problem is that each instance of Softimage by default reads in the default.xsipref file or indeed any other *.xsipref files in the user preferences directory under: C:\Users\%USERNAME%\Autodesk\Softimage_2015_SP2\Data\Preferences which is where the ‘workgroup’ is set by default. Note that if you are using FxTree Rendering, the passes are ignored. If no passes are selected, then the current pass is submitted. A separate job is submitted for each pass. ![]() Select which passes you would like to render. This allows you to use 3rd party renderers like V-Ray or Arnold without using a Softimage batch license. Skip Batch Licensing Check: If enabled, Softimage won’t try to check out a Batch license during rendering. Note that this feature doesn’t support the “Skip Existing Frame” option. Use Softimage Batch Plugin: This plugin keeps Softimage and the scene loaded in memory between tasks.Įnable Local Rendering: If enabled, the frames will be rendered locally, and then will be copied to the final network location. Threads: The number of render threads to use during rendering. Here the authors present a multimaterial 3D printing platform for. If your Softimage scene is stored in a project folder on the network, it is recommended that you leave this box unchecked. 3D-printed soft actuators have limited motion and are far from reaching the level of complexity found in biological systems. Submit Softimage Scene File: The Softimage scene file will be submitted with the job. Leave blank to ignore.įorce Build: Force 32 bit or 64 bit rendering. Workgroup: Specify the workgroup that Softimage should use during rendering. ![]() Group Size=10, would mean 10 frames to be rendered per task in Deadline queue. Group Size: The number of frames per individual task when submitted to Deadline. Ignore Per Pass Frame List (Use Frame List): If enabled, when rendering passes, each pass will render using the main Frame List range, instead of it’s own pass frame range. The general Deadline options are explained in the Job Submission documentation, and the Draft/Integration options are explained in the Draft and Integration documentation.įrame List: The frame range to render for the scene. ![]()
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