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Mastering
3D Studio MAX R3 |
- 6. Click the Render button. The Network Job Assignment
Dialog box appears, as shown in Figure 11.14.
- 7. Click the Connect button. If Automatic is checked,
it will automatically look for any managers on the network. If the box
is unchecked, enter the name or IP address of the Manager to the left
of the Connect button.
- 8. Upon connecting, the Manager will list any servers
available for rendering. As long as Server.exe was launched
on the server machines, those machines should appear in the large window.
You can now choose any combination of server machines you wish to use
for the render. Names that are green refer to machines that are ready
to render; yellow names are machines that are working on another job
already.
- 9. After selecting the machines for the render,
click Submit. The job is saved and sent to all the machines to render.
FIGURE
11.14 Network rendering job assignment dialog
box
Monitoring the Render
Queue
Once your rendering has been sent to the queue, you need some way to
monitor it and adjust it. That is the job of the Queue Manager, shown
in Figure 11.15.
The left pane of the Queue Manager window is a list of jobs in the order
they will be completed (from top to bottom). You can expand the queue
to find out more specific information. If you click the plus sign to the
left of job name, you will get a list of all the machines currently assigned
to that job. A gray box indicates that a job is in the queue, but waiting
for machines to do the work; a green triangle means that particular job
is now active. If you expand that job, you will see a green shape indicating
the particular machine that is now active. Red anywhere, either in the
job name or next to an assigned machine, means that the machine or job
has failed. Individual machines can fail without bringing down the whole
job.
FIGURE
11.15 Your queue manager window should list
all the jobs that arent completed.
Troubleshooting a Render
If a machine does fail, you can troubleshoot the problem with the information
tabs in the right half of the Queue Manager window. These tabs provide
information on what is selected in the queue list on the left. If a job
is selected, this window will show information about that job. If a machine
is selected, you can view its rendering log, like the one shown in Figure
11.16.
FIGURE
11.16 The red box in the full render log alerts
you to a job failure.
If a machine fails, select it and look at its render log to find out
why. The log will give some indication as to why it failed but not the
precise reason. For example, a log may record an error like this:
[Job “Sluggo.max” failed to render. Unable to load refmap.gif]
The error message doesnt tell you why refmap.gif
didnt load, but it gives you a place to start your sleuthing. You
then check the path configuration for Maps as well as the paths in your
materials to see if one of them was not given a UNC name. If that isnt
it, you check that the missing map is in the right subdirectory. Once
you find a problem and fix it, you can try submitting the job again.
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| TIP You can
check the material paths by looking at the Summary Info found in the
File menu. The bottom of the info will show you what maps are used
and where the Material Editor thinks they are.
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Using the RAM Player
The RAM Player is a significant addition to MAX R3. As mentioned in Chapter
3, the RAM Player allows you to load images or animations directly into
RAM and play them back in real time (RAM permitting). It also allows you
to load two clips simultaneously so you can compare them side by side.
Lets take a closer look at the RAM Player.

Notice that the RAM Player has its own toolbar. It has two sets of the
same buttons, one set for Channel A and one for Channel B. These tools,
in the order shown, allow you to:
- Load an image or movie file or a file sequence
- Load the last rendered image (whether or
not it was saved)
- Close or clear the channel
- Save the image in the current channel to
a file

| The dual channels allow you
to do side-by-side comparisons of the channels by toggling their display
with the A and B buttons. You can scrub between the images
by dragging the split-screen divider back and forth. The A/B button
allows you to toggle between a horizontal and vertical split in the
display of the A and B channels.
|
The playback controls and current time field are identical to those we
have seen elsewhere in the interface. The up arrow on your keyboard will
play the frames in reverse. Crtl+right-clicking the image or animation
allows you to select a color to place in the color swatch. (Note that
this is not exactly the same as in the VFB, where right-clicking brings
up an eyedropper tool to do the same thing.) The location and RGB values
of the pixel will be displayed in the title bar of the RAM player.
|
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| TIP To improve
the performance of the RAM Player, uncheck Enable Gamma Correction
in the Gamma tab under Customize Ø
Preferences.
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| The Double Buffer toggle synchronizes
the frames of the two channels. This can reduce the performance of
the RAM Player and can degrade real-time playback.
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When you load a file into one of the channels, the RAM Player Configuration
dialog box appears, which allows you to set the resolution used in the
RAM Player, to set the maximum RAM to use, to maintain the quality of
the original file (by checking Filter Input), and to load the alpha channel
into the other channel of the RAM Player.

|
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| NOTE Even though
the RAM Players performance depends on the amount of available
RAM, it will load files greater in size than available RAM. This degrades
playback performance. To maintain real time, use discretion in loading
files, keeping in mind your available RAM.
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Using the Render Effects
Dialog Box
Render Effects are applied in a separate post-process rendering pass
which alter the image at the pixel level, although they may use information
from the scene such as distance from the camera, normals, and material
effects channel IDs to calculate the effect. Post-production within
MAX is done through the Video Post dialog box. Many Lens Effects that,
until MAX R3, could only be created through Video Post filters, are now
available through the Render Effects dialog box.
As we saw in Chapter 10, Lens Effects can be added to a light source
directly from the Modify tab of the light. When we clicked Setup we brought
up the same Render Effects dialog box that is accessed through choosing
Effects from the Rendering menu. Clicking the Add button brings up the
Add Effect dialog box displayed in Figure 11.17.
Choosing
a Render Effect
Lets take a closer look the available Render Effects and what they do.
Table 11.4 describes the different Render Effects, their general uses,
and their settings. Some Render Effects, such as Film Grain, can only
be applied to the entire image, while others, like Lens Effects, can be
applied selectively to a range of brightness, for example, or to a certain
Z depth.
FIGURE
11.17 The Add Effect dialog box pops up when
you click Add in the Render Effects dialog.
Table 11.4 RENDER EFFECTUSENOTES
ON SETTINGS
Render Effect
| Use
| Notes on Settings
|
Lens Effects
| Special optical effects like lens flares
and glows
| Covered in more detail in Table 11.5
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Blur
| Softens the scene or individual objects
in the scene; can blur a range of brightness and blend back with the
original image.
| Uniform blurs the whole scene. Directional
blurs a selection for a streaking effect to simulate motion; Radial
blurs from a fixed point.
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Brightness/Contrast
| Changes brightness and contrast of image
| Uses a coarse value spinner, not Levels
or Curves control. Option to apply the setting to the background.
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Color Balance
| Shifts colors towards other colors as
needed
| Provides sliders to adjust the color values
of the image
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File Output
| More of a utility that allows output of
just the grayscale values, just the alpha channel, or just the Z depth
channel to file
| Saves information as a grayscale file
in any file format
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Film Grain
| Adds a randomized noise to image to simulate
film grain
| Simple control of grain and option to
apply to background
|
Depth of Field
| Simulates camera f-stop control by blurring
elements outside of a specified range of Z depth
| Pick a camera through which you want the
effect to happen. Pick the node that is the center of
focus. Set the range and limits of the effect, horizontally and vertically.
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© 2000, Frol (selection,
edition, publication)
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