Monday, September 19, 2016

Network rendering with Backburner

How To Network rendering with Backburner First you need to set up some network folder so the textures can be read from a network and render can be saved in an output folder We are gone do that in the asset tracking option (shift+T) Now share
the folder s and give full rights to them so that all computer can access them I am going
to add a unique name like Tips at the end because I have a lot of folders shared.
Now go to the pc from network by typing in the windows run command (Windows  key+R) u can also
type in the ip address  like
now to copy and paste the network texture path from the location and into the asset
tracking window u can collect your textures use the resource collector from Utilities
panel > Utilities rollout > More button > Utilities dialog > Resource Collector Save the
render output to the network location as well Now start the manager and accept the default settings click on ok U can find manager monitor and server from start menu in the Autodesk folder Now connect the monitor to the manager by typing in the ip address or the computer name that u want it to connect it to As u can see I have the two computers connected because I have server.exe running In the server u need to type in the ip address of the manager that u want it to connect  it to Remember manager ip is the ip of the manager computer and the server ip is ware u want to computer to do the renderings, Now go to 3ds max and From the Render Setup dialog Target drop-down list, choose Submit To Network Rendering.In this case I am gone do a single frame but split it in 10 so that the image can be render very quick The render
job shows the info and all available computers start rendering U can also do animation rendering same way remember to check the path is always from network location. Now I am using team viewer to see the other computer The renders frame strips as u can see There was anerror the strips could not be automatically deleted but in normal cases 3ds max
automaticity deletes them and clean the images up

Friday, September 16, 2016

Distributed Rendering corona

First set up the texture path from network so that all computer can access that network path
I am using the team viewer to connect to other computer  to setup Distributed Rendering in Corona Renderer.
Now open up the network path and copy it and paste the location in the asset tracking in the 3ds max folder
Make sure all computers can access the network location path for texture and render output
Now I will run the DrServer.exe from the location in my case C:\Program Files x86\Corona\DrServer.exe
And making sure all computer can access the network path.
On master PC in 3ds Max, go to Render Setup > System > Distributed Rendering, enable DR and press Search LAN
Corona 1.3 or older run DrServer.exe as administrator right click, "Run As Administrator
Corona 1.4 or newer run DrServer.exe without the elevation non-administrator
On master PC wait for the addresses or names of your slave PCs to appear on the list
On master PC start rendering
On all slaves another 3ds Max instance should appear after some time, then start rendering your scene, and sending rendered data to the master PC based on "Synchronization interval" time
On all slaves DrServer window will show information about sent frames
On master PC you can see Distributed Rendering information in DR tab of Corona VFB

Thursday, September 15, 2016

corona converter

Got to the web site and download corona converter script

drag and drop the script in the viewport
before we start the conversation process we will see the vray render .
this is what the render looks like
now we hit the start conversation option and at the end show bitmap in the viewport
now start the corona render
we need to adjust the TONE MAPPING a bit. Set the Exposer to -4.0
one the render is at desirable result stop the rendering.

Friday, August 26, 2016

viewport clipping 3ds max

so basically why i made this tip because i was working on a very large scene and the wire frame started to disappear so searched for found the solution was in the view port clipping 3ds max, this is also applicably for small scene or very zoomed in camera.