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	<title>PipelineFX</title>
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	<link>http://pipelinefx.com</link>
	<description>Accelerate your creative world</description>
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		<item>
		<title>Ten Top Tips on Rendering Managers</title>
		<link>http://pipelinefx.com/2012/12/ten-top-tips-on-rendering-managers/</link>
		<comments>http://pipelinefx.com/2012/12/ten-top-tips-on-rendering-managers/#comments</comments>
		<pubDate>Fri, 07 Dec 2012 20:01:46 +0000</pubDate>
		<dc:creator>Michelle Hagan</dc:creator>
				<category><![CDATA[render farms]]></category>

		<guid isPermaLink="false">http://pipelinefx.com/?p=2734</guid>
		<description><![CDATA[PipelineFX releases a sweet list of tips for when you change your Render Manager. PipelineFX was putting together some tip tweets for December on &#8220;10 Lessons When Changing Render Managers&#8221; and since they are actually great ideas for anyone to use, we at CGSociety thought they would be great advice for anyone heading into that [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.cgsociety.org/index.php/CGSFeatures/CGSFeatureSpecial/ten_top_tips_on_rendering_managershttp://"><strong><br />
<span style="color: #888888;">PipelineFX releases a sweet list of tips for when you change your Render Manager.</span></strong></a></p>
<p>PipelineFX was putting together some tip tweets for December on &#8220;10  Lessons When Changing Render Managers&#8221; and since they are actually great  ideas for anyone to use, we at CGSociety thought they would be great  advice for anyone heading into that storm.</p>
<p><strong>1. Set-up a test farm</strong></p>
<p><strong>2. Roll out over time.</strong></p>
<p><strong>3. Don&#8217;t forget to train your artists too.</strong></p>
<p><strong>4. Realize everything won&#8217;t be exactly the same.</strong></p>
<p><strong>5. Do the integration work BEFORE a short deadline project.</strong></p>
<p><strong>6. Train your admins.</strong></p>
<p><strong>7. Take advantage of new capabilities.</strong></p>
<p><strong>8. Get help making the change (consulting and training and services).</strong></p>
<p><strong>9. Emphasize the new capabilities.</strong></p>
<p><strong>10. Everyone hates change.</strong></p>
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		<item>
		<title>Ten Ways to Simplify Your Render Pipeline</title>
		<link>http://pipelinefx.com/2012/11/check/</link>
		<comments>http://pipelinefx.com/2012/11/check/#comments</comments>
		<pubDate>Thu, 15 Nov 2012 20:27:23 +0000</pubDate>
		<dc:creator>Administrator</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://pipelinefx.com/?p=2642</guid>
		<description><![CDATA[1. Stick to one (or two) operating systems. Many 3rd-party applications have issues running on multiple operating systems: not all plugins are available on all OS&#8217;s fonts may render differently across OS&#8217;s. bugs may exist in the same app on one OS and not the other File permissions can be tricky to resolve across different [...]]]></description>
			<content:encoded><![CDATA[<p>1. <strong>Stick to one (or two) operating systems.</strong></p>
<ul>
<li>Many 3rd-party applications have issues running on multiple operating systems:
<ul>
<li>not all plugins are available on all OS&#8217;s</li>
<li>fonts may render differently across OS&#8217;s.</li>
<li>bugs may exist in the same app on one OS and not the other</li>
</ul>
</li>
<li>File permissions can be tricky to resolve across different OS&#8217;s.</li>
<li>User&#8217;s identities may not be consistent between OS&#8217;s.</li>
</ul>
<p>2. <strong>Solve cross-platform issues first.</strong></p>
<ul>
<li>Each operating system accesses files in its own, unique way. If an artist submits a job from one operating system, but the facility has chosen to render on a second OS, the paths to the source material may be different.  For example, in an OS X environment, an artist may use a file located at /Volumes/fileserver/project/myproject.aep.  If the workers are running Windows, they would see the same file as either \\fileserver\project\myproject.aep or Z:\project\myproject.aep.</li>
</ul>
<p>These types of issues can be solved using Qube&#8217;s path translation mechanism or they can be solved at an operating system level using symbolic links. The latter solution provides greater transparency and is less prone to paths that are outside of Qube&#8217;s control &#8211; like those defined within the source material itself.</p>
<p>3. <strong>Centralize your storage.</strong></p>
<ul>
<li>Artists&#8217; work should not be kept on local disks. In order to render on all machines in a farm, each machine needs to be able to access all the files. Artists used to working on local disk often will add a &#8220;publish&#8221; step where they will copy their work to a central location when it&#8217;s time to render, but this is very error-prone and assets, textures, and external references often get left behind during the publish step. However, if artists get in the habit of working on shared central file storage, they will eliminate the necessity to publish. The other benefit is that their work can be easily transferred to other artists, and the risk of loss due to hard disk failure is minimized; central file storage is also usually configured to be much more reliable and is backed up more often than workstations&#8217; local disks.</li>
</ul>
<p>4. <strong>Open up file system permissions.</strong></p>
<ul>
<li>If your environment allows for a more lenient security policy, it may be in your best interest to set up the access permissions on areas of your file server where the artists are working so that all users have read/write access, instead of having to manage permissions on a more granular basis. Many sites work off the assumption that if you&#8217;re logged in, you should have access to almost everything on the server. Instead, adopt an &#8220;opt-out&#8221; model; grant full access by default, then remove permissions from areas of the file system that require additional security. This is much easier to maintain than an &#8220;opt-in&#8221; model, where the default access permissions are &#8220;no one accesses anything,&#8221; and permissions are granted on a case-by-case basis.</li>
</ul>
<p>5. <strong>Centralised staging of worker/artists workstation for guaranteed consistency</strong></p>
<ul>
<li>Every computer that renders needs to have the same functionality as those that create the files to be rendered. They must have all the same applications, plugins, licensing, and OS settings. To guarantee consistency, we recommend basing all machines off a single, central machine image.</li>
</ul>
<p>6. <strong>Use revision based workflow ( saved revisions of working files )</strong></p>
<ul>
<li>Rendering is an iterative process.hi there.Using revision based workflow allows an artist to quickly move from one iteration to another, using the exact same settings as the approved version.</li>
</ul>
<p>7. <strong>Ensure all dependent media is located on shared storage.</strong></p>
<ul>
<li>Artists should be instructed to actively work off of shared storage, instead of trying to move assets, textures, etc to shared storage when it&#8217;s time to render. The slower response some perceive when working off networked storage is many times less than the time lost to trying to get things up to shared storage at render time, and it avoids lost hours of re-rendering due to missed textures, etc. If your central storage is slow enough that the increase in load times experienced by the artists in their day-to-day work is significant, that storage will be crushed by the load imposed on it by a render farm when all machines start on a job at the same time.</li>
</ul>
<p>8. <strong>Single centralised licensing server</strong></p>
<ul>
<li>Many applications use a central license server &amp; depend on the availability of that server to determine whether or not they can start and run. Using a single license server allows for better accounting of license usage and is an easy place to track down problems if/when they arise.</li>
<li>Coincidentally, a Qube! supervisor will happily coexist on the same hardware as your license servers (assuming the server is up to spec).</li>
</ul>
<p>9. <strong>Use Time-based cleanup scripts</strong></p>
<ul>
<li>Visual effects can be grueling work. Hundreds of iterations may be used on a single shot. Iterations that are many days and/or weeks old, or even older, are of little use; often ending up more as a burden than an aid. Time-based cleanup scripts can eliminate the waste. Qube! provides API calls to help determine which jobs were submitted or completed more than X days ago to make the creation of these types of scripts that much easier.</li>
</ul>
<p>10. <strong>Use commercial off the shelf products every place you can. </strong></p>
<ul>
<li>Don&#8217;t write what you can buy. The flip side of this is: &#8220;Don&#8217;t buy what you can&#8217;t customize.&#8221; A 3rd-party product that allows you to customize it to your workflow can provide the best of all possible worlds.
<ul>
<li>It&#8217;s easy to underestimate the cost and time involved in developing your own in-house solution; chances are someone else has solved the issue in a commercial product.</li>
<li>On-going maintenance, bug fixes, feature requests, etc, are never-ending. Chances are that in-house expert who&#8217;s writing your custom solution isn&#8217;t cheap, and you hired them to work on something else.</li>
<li>Knowledge sharing is pretty rare for custom solutions; what happens when (not if) the developer who wrote your in-house custom tool leaves&#8217;</li>
<li>Most custom solutions are written under time pressure, and may not be the easiest code to maintain or understand, especially if the maintainer is not the original author. (see the previous point about employees leaving).</li>
<li>When something is written in-house, the tendency is to continually add features to it (these are free, right?), when these features might not be strictly necessary from a business standpoint. Your company gets paid to deliver work to clients, and these &#8220;nice to have&#8221; features cost money and time to produce, but often don&#8217;t pay for themselves in increased productivity. Users will learn to adopt and adapt to off-the-shelf products, and can often produce the same amount of work for the same effort with them.</li>
</ul>
</li>
</ul>
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		<item>
		<title>The 2-minute Qube! analogy</title>
		<link>http://pipelinefx.com/2011/07/the-2-minute-qube-analogy/</link>
		<comments>http://pipelinefx.com/2011/07/the-2-minute-qube-analogy/#comments</comments>
		<pubDate>Mon, 11 Jul 2011 22:07:30 +0000</pubDate>
		<dc:creator>Administrator</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[qube render renderfarm]]></category>

		<guid isPermaLink="false">http://pipelinefx.wordpress.com/?p=60</guid>
		<description><![CDATA[Think of a Qube! job as a blackjack table in a casino. The supervisor is the dealer, and the pack of cards is the list of frames (the agenda). The number of subjobs determines how many seats are present at the table. The players in the seats are the workers; actually, if a single worker [...]]]></description>
			<content:encoded><![CDATA[<p>Think of a Qube! job as a blackjack table in a casino.  </p>
<p>The supervisor is the dealer, and the pack of cards is the list of frames (the agenda).  </p>
<p>The number of subjobs determines how many seats are present at the table.  The players in the seats are the workers; actually, if a single worker has 8 slots (worker_cpus=8) and the job is set to reserve host.processors=1, then up to 8 seats at the table can be occupied by that single worker.  </p>
<p>Cards are dealt one at at time to each player in a seat; frames get dispatched to subjobs.  Once each player processes the card he&#8217;s been dealt, he asks the supervisor for another card to play (another frame to render).</p>
<p>You can increase the number of seats at a table while the game is in progress (while the job is running); you modify the job&#8217;s &#8220;subjob process&#8221; count (was called &#8220;cpus&#8221; before Qube! 6.0), and more empty seats appear at the table.   If there are players milling about who aren&#8217;t doing anything, and they are capable of meeting the requirements for playing at this particular table (they have the correct app installed, enough RAM, whatever is specified by the job&#8217;s reservations and requirements), then they will take a seat and ask the dealer for a card.  Now you have more players working through the deck of cards and the entire deck is processed in a shorter time.</p>
<p>Once all the cards have been dealt out, when a player finishes the card he&#8217;s been working on he&#8217;s told to leave the table,  He goes back into the crowd, perhaps to sit at an open seat at another table if one exists.</p>
<p>So if you set the job&#8217;s &#8220;subprocess count&#8221; to 2, only 2 job slots on the farm will be working on the job at the same time; if the job only reserves a single processor (host.processor=1), then both those job slots could very well be on the same machine.  If you set the job&#8217;s reservations to reserve the entire machine (host.processors=1+, which means &#8220;I don&#8217;t know how many cores you&#8217;ve got, but reserve them all&#8221;), then the 2 subjobs will run on 2 different machines.  Each subjob will process 1 frame at a time, but you will have 2 frames being processed at the same time, 1 on each subjob.</p>
]]></content:encoded>
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		<item>
		<title>Managing mental ray licenses</title>
		<link>http://pipelinefx.com/2011/04/managing-mental-ray-licenses/</link>
		<comments>http://pipelinefx.com/2011/04/managing-mental-ray-licenses/#comments</comments>
		<pubDate>Fri, 22 Apr 2011 22:52:53 +0000</pubDate>
		<dc:creator>Administrator</dc:creator>
				<category><![CDATA[mental ray]]></category>
		<category><![CDATA[pipelines]]></category>
		<category><![CDATA[render farms]]></category>
		<category><![CDATA[rendering infrastructure]]></category>

		<guid isPermaLink="false">http://pipelinefx.wordpress.com/?p=58</guid>
		<description><![CDATA[16:34:07 (adskflex) DENIED: &#8220;85537MAYAMMR1_F&#8221; user@host.site.com(Licensed number of users already reached. (-4,342)) 16:34:07 (adskflex) DENIED: &#8220;85537MAYAMMR1_2011_0F&#8221; user@host.site.com (Licensed number of users already reached. (-4,342)) It&#8217;s normal with Maya&#8217;s network render licenses for mental ray to see &#8220;denied&#8221; messages. It has to do with the unusual way mental images has implemented counting the floating mental ray network [...]]]></description>
			<content:encoded><![CDATA[<p>16:34:07 (adskflex) DENIED: &#8220;85537MAYAMMR1_F&#8221; user@host.site.com(Licensed number of users already reached. (-4,342))<br />
16:34:07 (adskflex) DENIED: &#8220;85537MAYAMMR1_2011_0F&#8221; user@host.site.com (Licensed number of users already reached. (-4,342))</p>
<p>It&#8217;s normal with Maya&#8217;s network render licenses for mental ray to see &#8220;denied&#8221; messages. It has to do with the unusual way mental images has implemented counting the floating mental ray network rendering licenses.</p>
<p>An Autodesk customer is entitled to 5 mental ray network render licenses for every floating license of Maya. Autodesk gives you an 1 R1 license, 1 R2 license, 1 R3, 1 R4, and 1 R5 license.</p>
<p>So if you own 7 floating copies of Maya, you will have 7 R1&#8242;s, 7 R2&#8242;s, etc.<br />
Then, when a machine attempts to check out a license, it first asks for an R1. If all R1&#8242;s are in use, a &#8220;denied&#8221; message appears in the license server logs, and then client asks for an R2. If all R2&#8242;s are checked out, the client asks for an R3, etc, all the way up to R5&#8242;s. Only if the client is refused an R5 does (or should it) give up and decide it can&#8217;t get a license. So, the only ~actual~ &#8220;denied&#8221; message is when you see a denied message for the 85537MAYAMMR5_F licenses.</p>
<p>If you follow the logs, you will see a single machine initially ask for and get denied an R1, then work its way up the ladder until it either succeeds in getting a license or is denied an R5.</p>
<p>As for the license consumption, Autodesk explicitly does not allow sharing of network rendering licenses on a render node; they say this is to prevent &#8220;application servers&#8221; with the new machines with high processor core counts.</p>
<p>So if you are running 3 instances of the mental ray render on a single machine, you will see 3 licenses consumed.</p>
<p>With the way that mental ray multi-threads up to around 8 threads, it&#8217;s very close to as efficient to render a single 8-threaded render on one machine (and consume a single license) as it is to render 8 separate single-threaded renders (but consume 8 licenses). And the multi-threaded render only consumes a bit more than 1/8 the memory than the 8 single-threaded renders.</p>
<p>To limit the number of concurrent mental ray jobs, define a global resource on your Supervisor and then specify in the job reservation to reserve one of these global resources. Details on how to do this are <a href="http://www.pipelinefx.com/forum/index.php?topic=1135.0" target="_blank">here</a>.</p>
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		<title>The Future of PreViz &#8211; MobileViz from Silverdraft Studios</title>
		<link>http://pipelinefx.com/2011/03/the-future-of-previz-mobileviz-from-silverdraft-studios/</link>
		<comments>http://pipelinefx.com/2011/03/the-future-of-previz-mobileviz-from-silverdraft-studios/#comments</comments>
		<pubDate>Wed, 23 Mar 2011 03:58:05 +0000</pubDate>
		<dc:creator>Administrator</dc:creator>
				<category><![CDATA[previz]]></category>
		<category><![CDATA[render farms]]></category>
		<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://pipelinefx.wordpress.com/?p=40</guid>
		<description><![CDATA[I recently had the pleasure of meeting Michael Cooper of Silverdraft Studios just prior to their official launch of MobilViz, the &#8220;first super-computer-powered digital and visual effects (VFX) studios-on-wheels.&#8221; Silverdraft is a Boise, Idaho-based company but their first MobilViz product has been parked in Hollywood behind previz experts The Third Floor for several weeks now [...]]]></description>
			<content:encoded><![CDATA[<div id="attachment_54" class="wp-caption aligncenter" style="width: 460px"><a href="http://pipelinefx.files.wordpress.com/2011/03/silverdraft1.jpg"><img class="size-full wp-image-54" title="Silverdraft1" src="http://pipelinefx.files.wordpress.com/2011/03/silverdraft1.jpg" alt="" width="450" height="336" /></a><p class="wp-caption-text">Richard Lewis and Michael Cooper</p></div>
<p>I recently had the pleasure of meeting Michael Cooper of <a href="http://www.silverdraft.com/">Silverdraft Studios</a> just prior to their official launch of <a href="http://www.fxguide.com/quicktakes/introducing-silverdraft-mobileviz/">MobilViz</a>, the &#8220;first super-computer-powered digital and visual effects (VFX) studios-on-wheels.&#8221; Silverdraft is a Boise, Idaho-based company but their first MobilViz product has been parked in Hollywood behind previz experts <a href="http://www.thethirdfloorinc.com/">The Third Floor</a> for several weeks now in preparation for their launch event.</p>
<p>The vision of MobileViz is to provide a portable VFX studio that is self-contained with a week&#8217;s worth of fuel in a generator and every video and audio spigot there is coming out of the truck. Silverdraft designed the truck to contain best-in-class products and technologies in order to support near-real time previz workflows. Silverdraft selected <a href="http://www.pipelinefx.com/news/article.php?id=188">Qube!</a> as their render manager and are running over 1,500 CPU cores in a portable environment!</p>
<p>A recent<a href="http://indiefilm3d.com/node/397"> IndieFilm3D article</a> notes &#8220;Software and hardware found within the  Mobileviz system include Autodesk MotionBuilder, Maya and 3DS Max;  Mental Images’ Mental Ray renderer; Chaos Group’s Vray; Qube! render  management from PipelineFX; Apple Final Cut Pro and Avid editing; plus  on-set dailies and full color management capabilities. It also has 20TB  of Micron solid-state storage.</p>
<p>Look for exciting developments as Silverdraft builds out their fleet of ever more powerful Mobile previz units.</p>
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		<item>
		<title>PipelineFX Forms Board of Advisors</title>
		<link>http://pipelinefx.com/2011/03/pipelinefx-forms-board-of-advisors/</link>
		<comments>http://pipelinefx.com/2011/03/pipelinefx-forms-board-of-advisors/#comments</comments>
		<pubDate>Mon, 21 Mar 2011 02:14:15 +0000</pubDate>
		<dc:creator>Administrator</dc:creator>
				<category><![CDATA[pipelines]]></category>
		<category><![CDATA[render farms]]></category>
		<category><![CDATA[rendering infrastructure]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[VFX Studio]]></category>
		<category><![CDATA[PipelineFX]]></category>
		<category><![CDATA[Qube!]]></category>
		<category><![CDATA[rendering]]></category>

		<guid isPermaLink="false">http://pipelinefx.wordpress.com/?p=35</guid>
		<description><![CDATA[The creation of this Board of Advisors marks a second important milestone in the strategy of PipelineFX in taking render management to the next level. Last year, the company launched their &#8220;Smart Farming&#8221; technology; a business intelligence system analyzing the power of production pipeline and providing integrated charting and reporting, and automating labor intensive render [...]]]></description>
			<content:encoded><![CDATA[<div id="attachment_47" class="wp-caption alignnone" style="width: 330px"><a href="http://pipelinefx.files.wordpress.com/2011/03/img_14081.jpeg"><img class="size-full wp-image-47" title="PipelineFX 2011 Board of Advisors" src="http://pipelinefx.files.wordpress.com/2011/03/img_14081.jpeg" alt="" width="320" height="240" /></a><p class="wp-caption-text">(L-R) Richard Lewis, Phil Peterson, Troy Brooks, Michel Besner</p></div>
<p>The  creation of this Board of Advisors marks a second important milestone  in the strategy of <a href="http://www.pipelinefx.com/">PipelineFX </a>in taking render management to the next  level. Last year, the company launched their <a href="http://www.pipelinefx.com/news/article.php?id=188" target="_blank">&#8220;Smart Farming&#8221; technology</a>;  a business intelligence system analyzing the power of production  pipeline and providing integrated charting and reporting, and automating  labor intensive render farm processes. The concept was developed after  an extensive product validation process with customers across digital  media verticals in major markets around the world. The Board of Advisors  will help guide this “Smart Farming” initiative as well as other  innovative ideas to deliver never seen before business intelligence  solutions for production pipelines.</p>
<p>“We are extremely happy  to welcome Michel, Troy and Phil to our Board of Advisors,”  said  <a href="http://www.linkedin.com/pub/richard-lewis/0/281/745">Richard Lewis</a>, President and CEO of PipelineFX. “Insights and guidance  provided by these industry veterans will help PipelineFX extend its  leadership in render farm management solutions for digital media  creation.”</p>
<p><a href="http://michelbesner.com/" target="_blank">Michel Besner</a> is  currently a business consultant and Executive Chairman of Artfox. He has  been successful for more than 15 years in bringing to market innovative  products and solutions for mobile, media and entertainment, including  OZ Communications, the leading mobile messaging solution provider,  acquired by Nokia in 2008. Before OZ, Michel was Senior Director of  Product Management at Autodesk M&amp;E. Michel also co-founded and was  President and CEO of Kaydara, a pioneer in real-time 3D animation  systems for entertainment, acquired by Alias Systems in 2004.</p>
<p><a href="http://www.linkedin.com/in/troybrookspipelinefx" target="_blank">Troy Brooks</a> is currently  Head of Studio at Digital Domain Vancouver. He has more than 15 years  experience in leading teams in digital media and has served as CEO of  PipelineFX, Production Systems Supervisor at <a href="http://en.wikipedia.org/wiki/Final_Fantasy:_The_Spirits_Within">Square USA</a>, Pipeline  Supervisor at <a href="http://www.vanguardanimation.com/">Vanguard Animation</a> and Manager of Production Technology at  Mainframe Entertainment.  Troy has also worked as a CG supervisor at  Electronic Arts and Head of Engineering for Vertigo Software.</p>
<p><a href="http://www.linkedin.com/in/philippeterson" target="_blank">Phil Peterson</a> is  currently a consultant in the entertainment industry, where he has more  than 15 years of experience advancing technology for animation and  visual effects production at leading studios. Phil has held several key  technology positions with the Lucas companies including overseeing  R&amp;D for <a href="http://www.ilm.com/">Industrial Light &amp; Magic</a>, heading technology for  <a href="http://lucasfilm.com/">Lucasfilm Animation</a> in the US and Singapore, and as Principal Engineer  at ILM. After nearly a decade with Lucasfilm, he joined <a href="http://www.digitaldomain.com/">Digital Domain</a>,  where he served as Chief Technology Officer. Most recently, he was SVP  and CTO at <a href="http://www.imagemoversdigital.com/">ImageMovers Digital</a> (a division of the The Walt Disney  Studios). Phil began his studio career at <a href="http://www.rainmaker.com/">Mainframe Entertainment</a> and  holds an M.Sc. in Computing Science.</p>
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		<title>China&#8217;s BaseFX takes control of their growing render pipeline</title>
		<link>http://pipelinefx.com/2010/11/chinas-basefx-takes-control-of-their-growing-render-pipeline/</link>
		<comments>http://pipelinefx.com/2010/11/chinas-basefx-takes-control-of-their-growing-render-pipeline/#comments</comments>
		<pubDate>Tue, 23 Nov 2010 04:54:36 +0000</pubDate>
		<dc:creator>Administrator</dc:creator>
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		<guid isPermaLink="false">http://pipelinefx.wordpress.com/?p=27</guid>
		<description><![CDATA[This past summer I had the pleasure of participating in a world tour titled &#8220;Integrated Pipelines&#8221; with the great guys from Shotgun Software and Tweak Software. We visited major 8 cities including Los Angeles, Vancouver, Toronto, New York, London, Mumbai, Singapore and Beijing and discussed CG production pipelines with hundreds of technical folks from hundreds [...]]]></description>
			<content:encoded><![CDATA[<p><span style="font-family:arial;"><span style="font-size:large;"> </span></span><strong> </strong><span style="font-family:arial;"><span style="font-size:small;">This past summer I had the pleasure of participating in a world tour titled &#8220;Integrated Pipelines&#8221; with the great guys from Shotgun Software and Tweak Software. We visited major 8 cities including Los Angeles, Vancouver, Toronto, New York, London, Mumbai, Singapore and Beijing and discussed CG production pipelines with hundreds of technical folks from hundreds of studios, companies and schools. The last stop on the tour was China. </span></span></p>
<div id="attachment_41" class="wp-caption alignnone" style="width: 460px"><a href="http://pipelinefx.files.wordpress.com/2010/11/china-img_7724.jpeg"><img class="size-full wp-image-41" title="China-IMG_7724" src="http://pipelinefx.files.wordpress.com/2010/11/china-img_7724.jpeg" alt="" width="450" height="300" /></a><p class="wp-caption-text">Integrated Pipelines Tour with Tweak Software and Shotgun Software at Xing Xing in Beijing</p></div>
<p><span style="font-family:arial;"><span style="font-size:small;">PipelineFX has many customers already in China but I had not met BaseFX before. We visited their studio, met Chris Bremble and his team, and re-connected with some old friends from the Square USA days.</span></span></p>
<p><span style="font-family:arial;"><span style="font-size:small;">Chris is running quite the operation and is expanding rapidly. He has several hundred people and has his own training program to insure quality work. He shared some of their challenges and their current workflow and expressed a desire to raise the efficiency and feature set of many of their tools. They were about to forge into a major Houdini-based project that would require more rendering than anything they had previously attempted. As I unpacked my laptop and iPad for the demo Chris said &#8220;I wish someone would connect a render manager to Roambi so I can see what my render pipeline is doing the way I can see my businesses financial data on my iPhone.&#8221; I smiled as I turned on the iPad and showed him version 6 of Qube!, and a host of render farm data displayed via the Roambi interface. Things went well from there.<br />
</span></span></p>
<p><span style="font-family:arial;"><span style="font-size:small;">Chris visited our booth at Siggraph between meetings (Chris is one of the busiest people I have ever met). As we finalized our deal for several hundred licenses he commented &#8220;You had me at Roambi.&#8221; In the end, he purchased Qube! for render management, Shotgun for production tracking and RV for preview/playback. BaseFX&#8217;s production pipeline just took a huge leap forward. Chris graciously took the time to talk about his decision in a recent press release.<br />
</span></span></p>
<p><span style="font-family:arial;"><span style="font-size:small;">&#8220;We  work pretty hard to maximize our resources, and when we looked at our  render needs and the options available to us, we realized that only  Qube! and PipelineFX had the tools and support to solve the issues we  were facing,&#8221; said Christopher Bremble, President and CEO of Base FX.  &#8220;As we’ve taken on more and more complexity in our work, and increased  our render times, our needs for additional capacity took us a bit by  surprise. We’d relied on internal tools for the last five years, which  just couldn’t keep up with our workflow.  We knew we needed to  bullet-proof our render management and sought a vendor that not only had  an out of the box solution for all the applications we currently use –  Nuke and Houdini &#8211; but also has integration with our next generation of  pipeline tools, RV and Shotgun. Qube!&#8217;s new web-based reporting feature  with Roambi was also a big plus for us.  I’m data dog, and want to see  exactly what’s happening, and the Roambi integration had me smiling in  seconds.”</span></span></p>
<p><span style="font-family:arial;"><span style="font-size:small;">“We’re  also really excited about the API, and our ability to take the great  platform Qube! offers and make adjustments quickly and easily to match  our pipeline.  We have a lot of younger artists in the company, so we’ve  scripted checking tools into the pipeline to make sure we’re being  smart and efficient.  Qube! has made that process very straightforward.   The support has been amazing.”</span></span></p>
<p><span style="font-family:arial;"><span style="font-size:small;">Base FX is currently working on projects for all the major studios, including <em>Soul Surfer, Conan the Barbarian, Roadkill, </em>and<em> Boardwalk Empire. </em> The company recently won an Emmy for their work on HBO’s hit series <em>The Pacific</em>, and provided a large number of shots for HBO’s currently running series <em>Boardwalk Empire</em>.</span></span></p>
<p><span style="font-family:arial;"><span style="font-size:small;">&#8220;We  are excited to be working with such a fast-growing studio in China,&#8221;  said Richard Lewis, CEO of PipelineFX. &#8220;Base FX has done the work to  build a talented team and an efficient pipeline that is paying off in  terms of speed of shot turn-around and maximizing artist productivity.&#8221;</span></span></p>
<p><span style="font-family:arial;"><span style="font-size:small;">We also took an afternoon and went to the Forbidden City which was very cool. Unknown to us it was a Chinese national holiday so there were about 100,000 Chinese tourists assaulting the palace that day. Endlesss streams of elementary school children went by smiling and waving at what seemed like the only two Americans on the grounds. Then we walked over to Tienanmen Square. Lot of history there. All in all we had a great time, met a lot of nice people building CG businesses and ate a lot of good food, even if some was quite unusual (solid duck blood, etc&#8230;).<br />
</span></span></p>
<p><span style="font-family:arial;"><span style="font-size:small;"><br />
</span></span></p>
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		<title>The Importance of Rendering in Digital Media Education Programs</title>
		<link>http://pipelinefx.com/2010/10/the-importance-of-rendering-in-digital-media-education-programs/</link>
		<comments>http://pipelinefx.com/2010/10/the-importance-of-rendering-in-digital-media-education-programs/#comments</comments>
		<pubDate>Wed, 20 Oct 2010 00:01:13 +0000</pubDate>
		<dc:creator>Administrator</dc:creator>
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		<guid isPermaLink="false">http://pipelinefx.wordpress.com/?p=22</guid>
		<description><![CDATA[At PipelineFX I have made supporting digital media education programs a focus and with over 200 universities and school around the world already managing their rendering infrastructure with Qube! we are making great progress in that area. Many schools are still leaving rendering to be managed by each individual student and using the post-it note [...]]]></description>
			<content:encoded><![CDATA[<p>At  PipelineFX I have made supporting digital media education programs a  focus and with over 200 universities and school around the world already  managing their rendering infrastructure with Qube! we are making great  progress in that area. Many schools are still leaving rendering to be  managed by each individual student and using the post-it note method of  writing “Stay off my machine! Rendering!” These programs have not yet  recognized the importance of rendering in the digital media education  process. I’d like to share my views and experience on this subject.</p>
<p>In  1986, while finishing a Bachelor of Environmental Design in  Architecture at North Carolina State University, I attempted an  independent study using a fancy mini computer, a digitizing table and  some alpha solid modeling software donated to the school by a local  engineering firm. My premise was that computers and specifically 3D  animation and visualization would allow non-design professionals to  understand the possible consequences of zoning laws on the built  environment. In short, when lawmakers say how dense and how high  buildings can be, twenty years later you have certain kind of city. What  that city looks like and to some extent “feels” like could be  anticipated via computer modeling and simulation.</p>
<p>So  focused armed with the energy of youth and a clip board and measuring  tape I proceeded to walk 36 blocks of downtown Raleigh N.C., stepping  off the foot print of every building, noting materials and colors and  guesstimating their heights. Ten class volunteers helped me and after  two days of this and 60 pages of notes I returned to the Simulation Lab  and my seat at a Cadmus mini-computer and began digitizing the site plan  of those same 36 blocks as a footprint for the “as built” version of my  Raleigh model. The OS was Unix, the software very simple, and everything  was commandline. But the display was a 19” 24-bit color Rastergraphics  and after a very slow re-draw the model was coming to life.</p>
<p>First  I focused on creating the as-built model, then defining different  zoning laws that might be implemented and were reasonable but would  clearly result in a different looking capitol city. One was a  “high-density on the capitol mall only” set of laws and the other was a  “nine-square” rule that spread high buildings out across all of  downtown. Then I designed the future cities to follow these rules, as  well as take into account real world factors such as existing empty  lots, the age of existing buildings and the likelihood of them being  preserved for the next twenty years or being replaced.</p>
<p>Now  to create these models I needed to “render” still images from different  camera viewpoints, checking the colors and geometry of each building  and road. In the first month of a four month project the screen re-drew  in two to ten minutes. By month three, with all models complete, I was  faced with thirty minute screen re-draws, or ‘renders.” Now the  deliverable of this independent study was a slide show moving through  these different models, allowing the viewer to experience the city of  today and two possible cities of tomorrow. With 30 minute renders per  camera location, and a desire to have many images to “dissolve” together  to simulate animation and movement I realized I would need to almost  move into the sim lab and sleep next the system, waking every hour or  two to re-position the camera and start another screen render, sleep,  wake up, take a photo (yes, 35mm slide film, I know, I know&#8230;), move  the camera, back to sleep&#8230;.for two months!</p>
<p>Even  to show my professor my work each week was too render intensive to  prepare much. I’d have a render done to discuss then move the camera  once and we’d talk for half an hour while the screen painted line by  line. Even then it was clear to me that once we begin using computers  and rendered images as a critical part of a design project, the time to  render is THE bottleneck in the review, critique, and re-work cycle. The  amount of critical feedback from faculty, peers and even myself was  limited by the number of times I could make decisions, implement those  decisions in the model, and re-render the necessary images in the time  allotted. Any increase in rendering speed would directly benefit the  project by providing more opportunity for review, thought and change,  resulting in a better overall project and more compelling presentation.</p>
<p>Even  given the challenges of early computing hardware and software I was  excited about the possibilities of visual simulation in design.  The  accuracy, ease of perspective display, and just hi-tech look of the  imagery foretold a useful place in any designers toolkit. Today design  professionals, post production houses, broadcast television stations,  visual effect studios and film makers around the world use computers and  software to create, advertise, entertain, inform and amaze their  clients and audiences every day.</p>
<p>In  the education field computer graphics systems are not relegated to the  graduate area of a simulation lab with limited student access. Labs are  filled with multi-core desktops running Maya and Nuke, whole Mac labs  running AfterEffects, editing labs with Avid and FinalCut, and even  dedicated render farms are being built as a shared resource across an  entire digital media program. Schools are deploying render management  solutions to maximize the use of their computing resources and simplify  the use and administration of the rendering process. Advanced render  management systems like Qube! allow labs to share resources yet retain  priority for their own users, making sure every CPU is processing  someone’s project, reducing that creative loop and increasing the  overall educational experience of every student.</p>
<p>Another  recent challenge is transcoding. Students are beginning to shoot film  on digital cameras like RED. To ingest the RED footage can take days on a  single machine, and though there are special accelerator solutions the  sheer amount of data can still delay time begin editing and review for  many hours if not days. Distributing the transcoding across many  machines reduces that delay dramatically. Advanced render managers  manage the transcoding process as a job the same as any 3D render of 2D  composite and divide the work across many computers. Students can begin  editing much sooner and can re-shoot parts that require it much earlier.</p>
<p>Render  times were the bottleneck to my design project in 1986, and in my  opinion remain the primary bottleneck to improving the digital media  education experience of students today. HD formats and stereoscopic  rendering have recently exacerbated this problem. The good news is that  by deploying a smart render manager and harnessing existing computing  resources the iterative cycle can be reduced significantly with little  expense. Once a program has all of it’s computers working at high  utilization rates (which you should know from the reports your render  manager provides) then budgets can be planned for a dedicated but shared  render farm. It is interesting to note that as of this writing I am  finding that China leads the way in dedicated render farms for digital  media education, commonly deploying fifty to one hundred or more  dedicated rendering servers per school. The Chinese government funds  these schools and they run classes nearly 24 hours a day. they have  recognized the importance of rendering in the feedback loop of their  teachers and students and devote budget and staff to making sure that  loop is as short as possible.</p>
<p>As  I visit schools around the world this message is well received and  changes embraced to improve the iterative cycle and maximize existing  investments in infrastructure and computing power. Simply deploying  smart render management is a huge step in the right direction.</p>
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		<title>Building a render farm without a shared filesystem &#8211; NOT recommended</title>
		<link>http://pipelinefx.com/2009/12/building-a-render-farm-without-a-shared-filesystem-not-recommended/</link>
		<comments>http://pipelinefx.com/2009/12/building-a-render-farm-without-a-shared-filesystem-not-recommended/#comments</comments>
		<pubDate>Wed, 30 Dec 2009 20:19:56 +0000</pubDate>
		<dc:creator>Administrator</dc:creator>
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		<guid isPermaLink="false">http://pipelinefx.wordpress.com/?p=12</guid>
		<description><![CDATA[I strongly recommend that you don't try and run without a central file server if the job content resides on machines running a Windows desktop OS.]]></description>
			<content:encoded><![CDATA[<p>This question comes up from time to time.</p>
<p>A potential customer calls our sales department and asks &#8220;Can I just install Qube! on our workstations and turn them into a render farm?  We don&#8217;t have a file server, we all work off of local disks.&#8221;</p>
<p>If your site is running Linux or OSX and you have a limited number of machines (say, less than 10), then you <strong><em>could possibly</em></strong> have each workstation function as a file server.  Each machine would then have to mount all other machines&#8217; filesystems, and the path to any scene or scene component would have to include the machine name.  This gets a bit tricky when the file lives on your own machine; you have to treat it as if it lived on a remote filesystem.  Your machine would have to be configured to mount its own exported filesystem the same way that other machines would mount it.  This is known as a <em>loopback file system</em>, and setting this up is beyond the scope of this post.</p>
<p>I&#8217;m going to say that I strongly recommend that you don&#8217;t try and run without a central file server if the job content resides on machines running a Windows desktop OS.</p>
<p>Qube! doesn&#8217;t have a file transfer agent that would copy files around and you wouldn&#8217;t want to add that load to your network anyway.  It relies on the networking setup present at your site.  All workers have to have visiblity into the shared filesystem where the files resides.</p>
<p>While you could set all paths in the project to UNC and include that machine name of the host where the files reside (simulating a loopback filesystem), which would allow all machines to access files on that host&#8217;s local disk, Windows desktop operating systems do not support more than 5 connections from remote hosts doing CIFS access (remote machines accessing the local host as a file server).  They&#8217;re only meant to share disks with a limited number of machines under very light load; if you&#8217;re trying to act as a file server, Microsoft wants you to buy a server OS.</p>
<p>When more than 5 hosts try and access a Windows desktop OS as a file server, the connections from the remote machines are dropped in an unpredictable manner, and are not reinstated.  It will work if you only have 1 or 2 subjobs running at the same time accessing the job content, but as soon as you try and run more than 5 or 6 subjobs at the same time, you&#8217;ll get nothing but errors and hung jobs, since the remote workers will either be able to only intermittently connect to the machine where the files reside, or they&#8217;ll get a connection that might be dropped in the middle of a read or write request.</p>
<p>Very Bad Things will happen&#8230;so just don&#8217;t do it.</p>
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		<title>RodeoFX benefits from smart render management</title>
		<link>http://pipelinefx.com/2009/12/rodeofx-benefits-from-smart-render-management/</link>
		<comments>http://pipelinefx.com/2009/12/rodeofx-benefits-from-smart-render-management/#comments</comments>
		<pubDate>Wed, 23 Dec 2009 01:46:35 +0000</pubDate>
		<dc:creator>Administrator</dc:creator>
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		<guid isPermaLink="false">http://pipelinefx.wordpress.com/?p=10</guid>
		<description><![CDATA[Rodeo FX is a Montreal-based visual effects company founded in 2006 by Mathieu Raynault and Sebastien Moreau. Sharing over 25 years of visual effects experience, the partners are known for creating stunning photorealistic and creative visual effects. ]]></description>
			<content:encoded><![CDATA[<p><span style="color: #888888;"><span style="font-family: Verdana,sans-serif;"><span style="font-size: x-small;">Rodeo FX is a Montreal-based visual effects company founded in 2006 by Mathieu Raynault and Sebastien Moreau. Sharing over 25 years of visual effects experience, the partners are known for creating stunning photorealistic and creative visual effects. Recent film projects include Terminator Salvation, Mr. Nobody, Amelia, The Day The Earth Stood Still and Indiana Jones and the Kingdom of the Crystal Skull. When the studio was formed, Rodeo FX was looking for a render manager that could handle a mixed operating </span></span><span style="font-family: Verdana,sans-serif;"><span style="font-size: x-small;">system environment. They needed the render manager to work easily with all parts of the software production pipeline. Studio tools included Shake for compositing and XSI for 3D animation and modeling. The system needed to be truly compatible across platforms. </span></span></span></p>
<p><span style="color: #888888;"><span style="font-family: Verdana,sans-serif;"><span style="font-size: x-small;">&#8220;Qube! came highly recommended to us and its features matched up with the demands we had when researching a render manager,&#8221;? said Curtis Linstead, Systems Administrator at Rodeo FX. Rodeo FX chose Qube! and initially customized the artist submission interface for Shake down to a two click process. For peak periods, Rodeo FX pushes render out to high-end desktops to help get the work done. Qube! is installed on all systems in the studio.</span></span></span></p>
<p><span style="color: #888888;"><span style="font-family: Verdana,sans-serif;"><span style="font-size: x-small;">Qube! is great for render management, and I&#8217;ve also found other powerful uses for it as a system administrator,” said Linstead. “Since Qube! is installed on all the workstations and all the dedicated render systems I can push out all my software updates and installs to the users without interrupting their workflow. This saves me time and is less intrusive to the artist.”</span></span></span></p>
<p><span style="color: #888888;"><span style="font-family: Verdana,sans-serif;"><span style="font-size: x-small;">The studio has recently added Nuke for compositing and now the artists enjoy the same ease of submission they enjoyed with Shake. </span></span></span></p>
<p><span style="color: #888888;">“<span style="font-family: Verdana,sans-serif;"><span style="font-size: x-small;">With the seamless integration of Qube! with Nuke, Shake, and XSI our render pipeline is really streamlined,” added Linstead. “The in-application submission helps speed things by automatically filling in many of the dialogue entries. Cross platform capability with Nuke has been really helpful. We can send renders from a Nuke-based PC system to a Mac OSX workstation for rendering and vice-versa. No compatibility issues. Jobs just run.”</span></span></span></p>
<p><span style="color: #888888;"><span style="font-family: Verdana,sans-serif;"><span style="font-size: x-small;">Rodeo FX has made use of Qube!&#8217;s internal database and callback functionality. In computer programming, a </span></span><span style="font-family: Verdana,sans-serif;"><span style="font-size: x-small;">“callback” i</span></span><span style="font-family: Verdana,sans-serif;"><span style="font-size: x-small;">s executable code that is passed as an argument to other code. It allows a lower-level software layer to call a subroutine (or function) defined in a higher-level layer. </span></span></span></p>
<p><span style="color: #888888;">“<span style="font-family: Verdana,sans-serif;"><span style="font-size: x-small;">We are now leveraging the ability to create callbacks,” Linstead continued. “We render a job, then create a quicktime movie, then create a daily with a slate and finally move it to preview location. This level of render pipeline automation allows us to maximize our infrastructure and automate repetitive processes like dailies.”</span></span></span></p>
<p><span style="color: #888888;">“<span style="font-family: Verdana,sans-serif;"><span style="font-size: x-small;">PipelineFX has been very quick to respond to all of my support requests,” concluded Linstead. “Support has been phenomenal. Cases get immediately resolved and we benefit from the deep render pipeline knowledge held by the support team at PipelineFX. I look forward to working together as we grow our studio.”</span></span></span></p>
<p><span style="color: #888888;"><span style="font-family: Verdana,sans-serif;"><span style="font-size: x-small;">Rodeo FX is a good example of a smaller studio with lots of experience leveraging the best in technology to their competitive advantage. Since our companys&#8217; birth out of the Square Pictures studio in 2002, PipelineFX is proud to be able to deliver large studio features and functionality to digital media professionals around the globe.</span></span></span></p>
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