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#1 2015-11-23 09:30:26

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Registered: 2014-07-29
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Autodesk 3ds Max plugin - Startup guide & plugin modes for Vray

1. Log in to Web Manager and download the 3ds Max plugin
2. Install the software
3. Save the copy of your scene before submitting. The plugin may make some changes that are necessary for rendering on our farm
4. Locate the 'renderBeamer' menu in 3ds Max and click 'Beam it up'
5. From mode selection list select desired render mode and submit scene to farm

Overview

The general information about GarageFarm.NET plugin for rendering with 3ds Max and Vray on the farm.
Overview of settings of the plugin - rendering modes, choosing output format, setting framerange and sending your scene to the farm.

Render as is

With this mode your scene renders "as it is". It's useful for scenes with already pre-cached GI or for shots without caching needed (also for setups like Brute force & Brute force). We don't provide any GI caching options in this setup.

Full animation - bake & render

This mode should be used for fully animated scenes (including objects animations, materials changes, or light movement). 
With this mode our plugin creates two jobs. The first one is "GI caching" job (called the "bake" job). The second one is the rendering job.
The second job (rendering) uses the pre-cached GI maps from the first job.

GI is cached for each frame in timeline so if your scene starts from 0 and ends at frame 100, you will receive 100 .vrmap files. Each vray map is calculated on one render node making this process very fast and stable. Full animation mode works with Irradiance map & Light Cache. Both GI engines are used for GI caching job, but only Irradiance map is used for rendering (we make GI cache with "store direct light" switch in LC settings, so there is no need to use Light Cache for the final rendering).

Camera animation - bake & render

This mode should be used for scenes where camera is the only animated object. Camera animation works with Irradiance map & Light Cache.
With this mode our plugin creates two (or three - depends on setup selections) scenes.
The first scene is "GI caching" scene. GI cache is done using "bake step" parameter. By default it's set to 10, so if your scene starts from 0 and ends at frame 100 you will receive 11 frames cached (including the starting & ending frame).

GI cache can be calculated using two methods - one node and multi node.
With one node set-up, GI will be calculated on one machine. That means if your frame range is from 0 to 100 your scene will be cached like on your "home" machine. This mode is not super-fast, but it's very stable and it's calculated on 24 cores machine so even with long range scenes it shouldn't take much time to get it done.

With multi node set-up your frame range will be split over multiple machines. Each of the "split" jobs will be cached with the correct bake step parameter. e.g. if your scene starts from frame 0 and ends on frame 200, you can select GI cache with the "bake jobs" parameter at 4. Our plugin will create 4 scenes using 0 to 200 range (it will be 0 to 50 for 1st scene, 60 to 100 for second, 110 to 150 for third, and 160 to 200 for fourth) and each of them will be "baked" with selected "bake step" parameter (by default it's 10).
After the successful GI caching, our tools will "merge" parts of Irradiance map into one big file and use it for rendering.
Multi node GI caching set-up is recommended for longer range scenes (more than 300 frames).

Brute force animation - bake & render

Brute force (with cache) can be used as well in camera animation scenes & full animated. Brute force works with Irradiance map & Brute force.
With Brute force mode our plugin creates two (or three - depends on the set-up selections) scenes.
The first scene is "GI caching" scene. GI cache is done using "bake step" parameter. By default it's 10, so if your scene starts from 0 and ends at frame 100 you will receive 11 frames cached (including the staring & ending frame). The workflow for GI caching is the same as for camera animated scenes. It can also be done using one node or multiple nodes combinations. The only difference is that as the second GI engine we set Brute Force - not Light cache.


Still image (strip) - bake & render

Strip mode is designed for high resolution still shots. Strip mode works with Irradiance map & Light Cache.
With strip mode your scene will be baked (or not - if you have your own GI maps) and rendered on multiple machines. After successful rendering, the final frame will be merged into one hi-res file.

Our software creates two or three (depending on the setup) scenes. The first one is GI caching scene. This can be skipped when you have your own pre-cached GI maps by turning off the "bake" switch (we don't recommend it though). GI "baking" is done on a single 24 cores machine. After a successful GI bake, the rendering job will start. The Hi-Res still shot will be split onto multiple machines. The number of machines used depends on the "strip" box setup (in the plugin window). Each machine renders one "strip" with all selected outputs and saves it.
After the complete strips rendering, the final frame will be merged into one file.

Version 002

Last edited by admin (2017-04-08 07:24:22)

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