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  • DR and shared plugins

    Hello,

    I'm facing a problem I've never met before. We've recently added 4 rendernodes to our network, so I proceeded as usual: 3dsmax (2016) and BackBurnerinstallation, VRay installation (v3.20.03), and I finally run a test BB job to ensure everything's ok. Also, as usual, I tweak the Plugin.UserSettings.ini (located in C:\Users\...\AppData\Local\Autodesk\3dsMax\2016 - 64bit\ENU), to add an [Include] section to include a network shared folder containing additional plugins (Clone, Multitexture ...). I run 3dsmax with UI to check, no problem, the additional plugins are loaded and are usable (like expected). BUT now, when we call these new render nodes for a DR rendering, they don't use the additional plugins: buckets are rendered without Clone plugin for example !!

    Any idea where this could come from ? AFAIK, there isn't any other Plugin.UserSettings.ini being called by vrayspawner2016.exe, right ?

    Thanks in advance for any help, it's becoming urgent ...

    Cheers.
    Nicolas Caplat
    www.intangibles.fr

  • #2
    Hi,

    We will need some more information about this issue in order to troubleshoot it further.
    Are you running V-Ray spawners on these machines as a service ?
    Do you have any DR issues with maps saved on a shared location?
    Tashko Zashev | chaos.com
    Chaos Support Representative | contact us

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    • #3
      Hello,
      No, VRay Spawners don't run as a service. I've never done so with other machines involved in DR renderings (our workstations).
      Maps are saved on a shared network folder, using UNC paths. No problems with maps at all.
      Nicolas Caplat
      www.intangibles.fr

      Comment


      • #4
        Sorry to hijack your thread, or not answering your question! But reading your post was such an epiphany. I was just discussing creating a script to copy out max-plugins, vray-plugins and now in 2016 MCG-files, to all our workstations and rendernodes. But I could just as well change all the workstations and nodes to read in from a central folder on our server instead!
        Is this the more common way to go about this? Since you are running 2016, do you know if it works for MCGs too? Sad to hear it doesn't seem to work in spawner though...

        Comment


        • #5
          Originally posted by tzaar View Post
          Sorry to hijack your thread, or not answering your question! But reading your post was such an epiphany. I was just discussing creating a script to copy out max-plugins, vray-plugins and now in 2016 MCG-files, to all our workstations and rendernodes. But I could just as well change all the workstations and nodes to read in from a central folder on our server instead!
          Is this the more common way to go about this? Since you are running 2016, do you know if it works for MCGs too? Sad to hear it doesn't seem to work in spawner though...
          Hello,

          Well, I've used this sharing method for about 10 years, for every machine of the network, without any problem. However, I don't know at all when it comes to MCG stuff. This is pretty simple:

          1) create a folder on your server / NAS, in a place every machine can access, for example SharedPlugins_3dsmax2016
          2) copy your .dlo / .dlm / .dlu plugins files in that folder
          3) tweak your Plugin.UserSettings.ini file to include this additional plugins folder - 2 ways of doing this
          a) Pointing directly to the shared folder: create a section [Include], and below the title, add a line like plugins=\\yourPathToNetworkPlace\shared\SharedPlug ins_3dsmax2016\
          b) Point to another ini file, this one defining the additional path: create a section [Include], and below the title, add a line like plugins=\\yourPathToNetworkPlace\shared\SharedPlug in.ini
          -> this method required you to create a SharedPlugin.ini file, that include the shared folder path(s): section [Directories], and below the title, add a line like plugins=\\yourPathToNetworkPlace\shared\SharedPlug ins_3dsmax2016\

          Personally, I prefer the second method, that I find more flexible. But it's up to everyone
          More information about this HERE.

          Regards.
          Last edited by NicoC; 19-11-2015, 03:20 AM.
          Nicolas Caplat
          www.intangibles.fr

          Comment


          • #6
            Thank you! I feel really dumb now for not thinking of this. I've used Max since 1.0 and of course know about the possibility to point to other plugin-folders since for ever. But I just didn't realise that it would be the smartest way to make sure every workstation or node has the same dlo's etc. But I guess this only works for simpler plugins that don't require a proper install like forest pack et al does. Or do you manage that too in some way?

            Did some searching and it does seem it's possible to load MCGs too. But you need to go to the MCG facebook group and download a fix:
            https://www.facebook.com/groups/1611...0852807483601/

            Comment


            • #7
              Originally posted by tzaar View Post
              But I guess this only works for simpler plugins that don't require a proper install like forest pack et al does. Or do you manage that too in some way?
              Yes, I do that for "simple" plugins like Clone, MultiTexture and PSDManager for example. For plugins requiring "proper install" like VRay, I haven't tested. No Forest Pack here, but AFAIR, it worked with MultiScatter in previous 3dsmax versions (we don't need MS anymore, so I haven't tested again).

              Oh and thanks for pointing the MCG fix (I don't have an FB account, but that shouldn't be hard to find someone that has one in my coworkers .

              Cheers.
              Nicolas Caplat
              www.intangibles.fr

              Comment


              • #8
                Originally posted by NicoC View Post
                Hello,
                No, VRay Spawners don't run as a service. I've never done so with other machines involved in DR renderings (our workstations).
                Maps are saved on a shared network folder, using UNC paths. No problems with maps at all.
                Thank you Nicolas.

                I just did a quick test using the option
                b) Point to another ini file, this one defining the additional path: create a section [Include], and below the title, add a line like plugins=\\yourPathToNetworkPlace\shared\SharedPlug in.ini
                and everything worked fine. I used the Greeble plugin for this test.

                It's strange that the plugins are not loaded by the V-Ray dummy scene, but there is not an issue when starting 3DS Max application with GUI.
                Please verify that all the paths you are using to store the plugin files and Plugin.ini file are accessible by these render nodes. You can copy the address directly in the explorer address bar on the problematic render nodes.

                I see that you are using Max 2016, my tests was done on 2015, so I'm going to run another one.
                Tashko Zashev | chaos.com
                Chaos Support Representative | contact us

                Comment


                • #9
                  Hello,

                  Thanks for taking the time to test on your side.
                  I've checked again, the rendernodes can access the additional plugin path without any problem, either using UNC path or mapped drive. This is driving me nuts, really ... I've tried to create a simple scene to test DR (sphere + clone modifier) only with the 4 new rendernodes and guess what ? it even more random: rendernodes buckets begin to render, don't render clone modifier at first, but the more the rendering goes on, rendernodes buckets now render clone modifier BUT ... only a few threads on the 32 of each node) are used !!! definitely, I don't get it
                  Nicolas Caplat
                  www.intangibles.fr

                  Comment


                  • #10
                    Would it be possible that the issue is only for this plugin? Can you try with another plugin ?

                    Max 2016 works fine here too - V-Ray 3.2
                    Tashko Zashev | chaos.com
                    Chaos Support Representative | contact us

                    Comment


                    • #11
                      Hello,

                      In fact, I've tested with several plugins. The more I test, the more I get lost ... it seems to work randomly ! I even tested enabling / disabling HDRI in a dome (present in our "base" scene, maxstart): at first it doesn't work with the HDRI / worked without / and finally reworked with the HDRI ! crazy. I may have to double check several things with our IT, instead of wasting your time (and mine too ).
                      Nicolas Caplat
                      www.intangibles.fr

                      Comment


                      • #12
                        Please keep us updated if you manage to resolve this issue. Otherwise we can only try to help via remote session.
                        Tashko Zashev | chaos.com
                        Chaos Support Representative | contact us

                        Comment


                        • #13
                          Originally posted by tashko.zashev View Post
                          Please keep us updated if you manage to resolve this issue. Otherwise we can only try to help via remote session.
                          Hello,

                          Sure. Currently, I'm investigating with our IT on potential reasons. I'll be back with news as soon as I can, avoiding to waste your time

                          Thanks again,

                          Regards.
                          Nicolas Caplat
                          www.intangibles.fr

                          Comment


                          • #14
                            I have the exact same problem right now. Did you find a solution?
                            Software:
                            Windows 7 Ultimate x64 SP1
                            3ds Max 2016 SP4
                            V-Ray Adv 3.60.04


                            Hardware:
                            Intel Core i7-4930K @ 3.40 GHz
                            NVIDIA GeForce GTX 780 (4096MB RAM)
                            64GB RAM


                            DxDiag

                            Comment


                            • #15
                              Update: In my case it was caused by the service still being active, in parallel to the manually launched spawner. I deactivated the service and it was fine.

                              In any case I plan on setting up the service correctly at a later stage - tried it and it was a pain in the a** ...
                              Software:
                              Windows 7 Ultimate x64 SP1
                              3ds Max 2016 SP4
                              V-Ray Adv 3.60.04


                              Hardware:
                              Intel Core i7-4930K @ 3.40 GHz
                              NVIDIA GeForce GTX 780 (4096MB RAM)
                              64GB RAM


                              DxDiag

                              Comment

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