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Step by step instructions for submitting Maxwell jobs with Qube!
It is not currently possible to submit directly from Maxwell ("InApp" support), so you will submit from the Qube! WranglerView. Open the Submit menu and choose "Maxwell Render Job..." as shown here.
You will be presented with a Submission UI like this. Ensure sections marked in red have the correct details.
Click "Submit"
If you have selected the tick box "Enable Co-op Renders" you will be presented with a secondary window
Click "Submit" again.
If you find you are getting errors here are some useful links for troubleshooting
Job Submission Details
Not all sections need to be filled in in order to render only the fields marked in red are required
Name
This is the name of the job of the job so it can be easily identified in the Qube! UI.
Priority
Every job in Qube is assigned a numeric priority. Priority 1 is higher than priority 100. This is similar to 1st place, 2nd place, 3rd place, etc. The default priority assigned to a job is 9999.
Instances
This is the number of copies of the application that will run at the same time across the network. The combination of "Instances=1" and "Max Instances=-1" means that this job will take as much of the farm as it can, and all jobs will share evenly across the farm.
Examples:
On a 12 slot(core) machine running Maya if you set
"Instances" to 4
"Reservations" to "host.processors=3"
Qube! will open 4 sessions of Maya on the Worker(s) simultaneously, which may consume all slots/cores on a given Worker.
if you set
"Instances" to 1
"Reservations" to "host.processors=1+"
Qube will open 1 session of Maya on a Worker, consuming all slots/cores ("host.processors=1+" is used for all slots/cores).
Max Instances
If resources are available, Qube! will spawn more than 'Instances' copies of the application, but no more than 'Max Instances'. The default of -1 means there is no maximum. If this is set to 0, then it won't spawn more than 'Instances' copies.
More on Instances & Reservations & SmartShare Studio Defaults
Range
Frame range for the job (e.g 1-100, or 1-100x3, or 1,3,7,10)
Most jobs require a frame range to execute on the workers. You can set this range in a few different ways :
- "1-100" will just render the range between 1 and 100
- "1-100x3" will render the range 1 to 100, every third frame, so 1, 4, 7, etc.
- "1,3,7,10" will only render the selected frames 1,3,7,10
Execution
How to break up frame range to be executed. Use QB_START_FRAME, QB_END_FRAME and QB_FRAME_NUMBER
When submitting a job to the farm it may be more efficient to "chunk" your job. This means that when the job is sent to the worker it tells the worker to render N consecutive frames before requesting more work. You would do this to keep from reopening the scene file for each frame. Large scene files can take substantial time to open, which is wasteful across dozens or hundreds of frames.
The drop down options are below:
- "Individual frames" this tells the worker to render 1 frame at a time.
- "Chunks with n frames" this tells the worker to render consecutively the number of frames specified in the field.
- "Split into n partitions" this tells the worker to render consecutively the total frames in the range divided by the number in the field.
Examples:
- range 1-100 with "individual frames" set will render 1 frame at a time
- range 1-100 with "Chunks with n frames" and the field set to 5 will send 20 frames to each instance
- range 1-100 with "Split into n partitions" and the field set to 4 will send 25 frames to each instance
rangeOrdering
Order to render the items. (Ascending=1,2,3,4,5...,Descending=10,9,8...,Binary=first,middle,last...)
You can set the order in which your frames are rendered. The drop down options are:
- "Ascending" - this will render the frames counting upwards from your start frame
- "Decending" - this will render the frames counting backwards from your end frame
- "Binary" - This will render the first, last, and middle frames of the range, then the middle frame of the first half and the middle frame of the second half, and so on. This is useful for sampling the frames in the sequence to make sure it is rendering correctly.
Use Preview Frames
Enabling preview frames will create 2 jobs:
- A primary dependent job with a higher priority that will render the selected frames first
- A secondary job with lower priority that will render the remaining frames. This will return the selected frames faster so that you can check the accuracy of your renders.
Frame Numbers
Choose the frames that you wish to render first. If left blank the default is to render the first frame, the last frame and the middle frame in that order. You can select specific frames by adding comma separated frame numbers e.g 1,2,10,15,75, or a range with, e.g., 1-100x5 (1 to 100, every 5th frame)
Preview Priority
Choose the priority for the preview job. This can be set by the site admin.
Preview Subjobs
Choose the number of instances / subjobs for the preview frames. By default, this is equal to the number of preview frames - that is, it will try to do all the preview frames at the same time.
Note that when you submit a job with preview frames enabled, it will actually submit 2 jobs—one with the preview frames list at a higher priority, and another with the rest of the agenda, at the normal priority (as specified in the job's Priority field). You will get, consequently, 2 job IDs for the submission.
New in 6.4-4
For applications/renderers that do not support using all cores while rendering (or changing that behavior, eg AfterEffects or 3dsMax), this section is not visible.
Render on all Cores
Checking this box means that once this job is assigned to a machine, no more jobs or instances will be assigned to the same machine until this job is complete. You might choose this if your know your render job is very memory intensive and shouldn't run alongside other jobs.
Min Free Slots
This is the number of slots that must be available on a worker in order for the worker to accept the job. For example, if you choose '1', a worker with 7 out of 8 cores already in use will still accept this job. However, if you were to choose '2', the same machine under the same circumstances would not accept the job.
Preemption
IconThis option does not preempt any previously running instances on the worker, it only prevents additional instances from being assigned to this worker.
New in 6.4-4
For applications/renderers that do not support setting a specific number of threads, this section is not visible.
Slots = Threads
If this box is checked, it tells Qube and the application (eg, Maya) to use the specific number of threads listed in the "Specific Thread Count" field. If this is not checked, then the "Specific Thread Count" value is passed only to the application, but Qube is unaware of the number of cores/slots it should reserve. In most cases, you will want to check this box, unless you have Designer licenses, in which case you would only set the numeric value.
Specific Thread Count
This tells the renderer to use a specific number of threads for rendering. The default is one thread, which for any modern renderer will underperform, and when combined with the slots=threads, will swamp most workers by running as many instances as there are slots (eg, a 24 core machine would run 24 instances of the application/renderer). A better value is 8 (assuming you have 8 cores, as most modern machines do) which means that each instance of the job will use 8 threads to render, and, when combined with slots=threads, will reserve 8 slots while doing so.
Designer License
IconDesigner licenses are restricted to 1 slot, so if you are using a Qube Designer license, set the Specific Thread Count, but do not check the "Slots=Threads" option.
maxwell path
Tooltip - explicit path to Maxwell v2 executable.
browse or enter manually the location of Maxwell.exe on the workers
Enable coOp Renders
Tooltip - Perform a cooperative render. Make sure you set the "Instances" parameter to more than 1, in the "Qube Job Basics" section above
Setting this to co-op will create a secondary MXIMerge job that combines the finished MXI's upon completion
Coop Total SL
Tooltip - (Cooperative Rendering only) - Final quality level for the coop render, when the MXIs are all merged. Set to 0 for all instances to respect the value set in the "Sampling Level" box below'
If Co-op rendering is selected you can choose the Sampling level for the final render
Sampling Level
Tooltip - Quality level for the render, overrides Sampling value saved in MXS.
Provide a numeric value for the Sampling override
Render Time Limit
Tooltip - Time (in minutes) that the renderer is allowed to run (per-frame), overrides Time value saved in MXS.
Provide a numeric value for time in minutes that the render is allowed to commense
Resume Rendering
Tooltip - automatically resume the render if the MXI file exists
Tick box to resume render when previous MXI files exist
MXS scene file
Tooltip - MXS scene to render
Browse or enter manually the location of the scene file to be rendered. This is a required field for submission
Important: Best practise is to ensure the scene file and all of its dependant files such as textures are on network storage accessible by the workers.
outputImage
Tooltip - full path and name of the image file.
Browse or manually enter the location of the output image file you wish to generate
Important: Best practise is to ensure outputs are written to network storage accessible by the workers
MXI output file
Tooltip - MXI output file containing information about the rendering process. It allows for resuming previously rendered image. If not specified, the MSI will use the same name and path as the MXS scene
Browse or manually enter the location of the output MXI file you wish to generate
Important: Best practise is to ensure outputs are written to network storage accessible by the workers
script
Tooltip - Load and run a given script
Browse or manually enter the required scripts
Important: Best Practise is to ensure scripts are on network storage accessible by the workers
prescript
Tooltip - Load and run a given script
Browse or manually enter the required prescripts
Important: Best Practise is to ensure scripts are on network storage accessible by the workers
postscript
Tooltip - Load and run a given script
Browse or manually enter the required postscripts
Important: Best Practise is to ensure scripts are on network storage accessible by the workers
bitmaps
Tooltip - Set an alternative folder path for the bitmaps location. If "0", then will discard all the bitmaps
Browse or manually enter the location of the bitmaps file you wish to generate
Important: Best practise is to ensure bitmaps are written to network storage accessible by the workers
overridemat
Tooltip - Override all materials in the scen using the material indicated in the path
Browse or manually enter the location of the textures you wish to replace
Important: Best practise is to ensure textures are written to network storage accessible by the workers
curdir
Tooltip - Set the current directory of the OS. This could be useful for using relative paths for textures and other dependencies.
Browse or manually enter the location of the current directory
dependencies
Tooltip - Set an alternative folder path for the dependencies location.
Browse or manually enter the location of the required dependancies
resume
Tooltip - Continue a render from a previously saved MXI file. To resume a previously rendered images and update the MXI file, this flag must be added.
Browse or manually enter the location of the MXI file to be resumed
renameoutput
Tooltip - When this flag is used, Maxwell Render does not write the MXI file directly in the given output path; it write a temporary file and when the writing process finishes it renames it to the final path.
Tick box to rename MXI file upon completion
res
Tooltip - resolution override (WxH)
Used for overriding the scenes resolution. IE: 800x600
region
Tooltip - type,x1,y1,x2,y2 : Specify if you want to render the full frame, a region, or blowup a region, specifying also the corrdinates of the rectangular marquee. Type is "full", "region", or "blowup".
Used for specifying a specific region or section of the frame to render or enlarge.
depth
Tooltip - image depth
Used to override scenes current image depth settings.
channels
Tooltip - specify channels layers that Maxwell will export (r,a,ao,s,m,i,z<min/max>)
Click choices to override the export of channels layers.
channel
Tooltip - [channel_name],[on|off],[depth(8,16,32)],[format] : Different channels that can export and their format. All the parameters are optional except for the first one. Examples: channel:alpha,on,32,tif... channel:material... channel:object,off
Used to override different channels that can export and their format. see tooltip for examples.
zmin
Tooltip - zmin value of the zbuffer channel
Used to override the zmin values
zmax
Tooltip - zmax value of the zbuffer channel
Used to override the zmax values
alphaopaque
Tooltip - Enable the opaque mode in alpha channel
Tick box to enable
alphaembedded
Tooltip - Enable alpha embed
Tick box to enable
embedded
Tooltip - Embeds the selected channel when the output format allows it
Tick box to enable
channelsembedded
Tooltip - Enable/disable embedding all the channels as images layers if the format supports it
Tick box to enable
color
Tooltip - set a color space
Click choices to override the color space required
camera
Tooltip - camera to render (otherwise defauls to active camera)
Used to override the chosen camera if multiple are available
defaultmat
Tooltip - Indicate the path to the default material
Used to override the path to the default materials
Important: Best practise is to ensure materials are on network storage accessible by the workers
burn
Tooltip - set the burn value
Enter a number to override the burn value
gamma
Tooltip - Set the gamma value
Enter a number to override the gamma value
pass
Tooltip - Set the render pass
Choose the pass from the drop down box to override scene defaults
multilight
Tooltip - Enable multilight function storing an MSI file with separate information about the emitters
Choose the required setting from the drop down box to override scene defaults
extractlights
Tooltip - Save each light in a separate file if Multilight is enabled
Tick box to enable
devignetting
Tooltip - devignetting value
Set numeric value to override scene defaults
scattering
Tooltip - scattering value
Set numeric value to override scene defaults
displacement
Tooltip - Enable/disable the displacement calculations for the whole scene
Tick box to enable and override scene defaults
dispersion
Tooltip - Enable/disable the dispersion calculations for the whole scene
Tick box to enable and override scene defaults
motionblur
Tooltip - Enable/disable the motion blur calculations for the whole scene
Tick box to enable and override scene defaults
dodevignetting
Tooltip -
Tick box to enable and override scene defaults
doscattering
Tooltip - Enable the lens scattering for the renderer
Tick box to enable and override scene defaults
verbose
Tooltip - Verbosity level
Choose from the level of detail you would like the logs to provide
threads
Tooltip - number of threads to render with (0 means use maximum number)
Enter a numeric value for the amount of threads to be spawned on the workers while processing this job
priority
Tooltip - Maxwell Renderer process priority
Choose the required CPU priority for the job on the worker
slupdate
Tooltip - [seconds] Force the engine to refresh the sampling level info at the given ratio instead of doing it automatically.
Enter a numeric value in seconds for refresh of sampling info
mintime
Tooltip - Set the time to impose a minimum time for saving MXI files to disk, like the new preference "Min.Time"
Enter a numeric value in minutes for automatic saving of MXI files to disk
nomxi
Tooltip - Force Macwell Render not to save an MXI file but just the output image
Tick Box to force Maxwell not to create MXI files while rendering
Internal(Range)
Tooltip - (internally set from range value) Frames to animate\nSequence of frames to render [format: A,B-C,D-E(frames)]
enter a comma separated list of frames to internally set the range value
Cmd Template
This is used to create the command string for launching the job on the worker. It will be set differently depending on the application you are launching from.
Shell (Linux/OSX)
Explicitly specify the Linux/OS X shell to use when executing the command (defaults to /bin/sh).
Qube Job Tags
New in Qube 6.5
Note: The Job Tags section of the submission UI will not be visible unless they are turned on in the Preferences in the Wrangler View UI. Job Tags are explained in detail on the Job Tags page.
Hosts
Explicit list of Worker hostnames that will be allowed to run the job (comma-separated).
Groups
Explicit list of Worker groups that will be allowed to run the job (comma-separated). Groups identify machines through some attribute they have, eg, a GPU, an amount of memory, a license to run a particular application, etc. Jobs cannot migrate from one group to another. See worker_groups.
Omit Hosts
Explicit list of Worker hostnames that are not allowed run the job (comma-separated).
Omit Groups
Explicit list of Worker groups that are not allowed to run the job (comma-separated).
Priority Cluster
Clusters are non-overlapping sets of machines. Your job will run at the given priority in the given cluster. If that cluster is full, the job can run in a different cluster, but at lower priority. Clustering
Example:
|
Host Order
Order to select Workers for running the job (comma-separated) [+ means ascending, - means descending].
Host Order is a way of telling the job how to select/order workers
|
Requirements
Worker properties needed to be met for job to run on that Worker (comma-separated, expression-based). Click 'Browse' to choose from a list of Host Order Options.
Requirements is a way to tell the workers that this job needs specific properties to be present in order to run. The drop-down menu allows a choice of OS:
You can also add any other Worker properties via plain text. Some examples:
With integer values, you can use any numerical relationships, e.g. =, <, >, <=, >=. This won't work for string values or floating point values. Multiple requirements can also be combined with AND and OR (the symbols && and || will also work). The 'Only 1 of a "kind" of job' checkbox will restrict a Worker to running only one instance with a matching "kind" field (see below). The prime example is After Effects, which will only allow a single instance of AE on a machine. Using this checkbox and the "Kind" field, you can restrict a Worker to only one running copy of After Effects, while still leaving the Worker's other slots available for other "kinds" of jobs. |
Reservations
Worker resources to reserve when running job (comma-separated, expression-based).
Reservations is a way to tell the workers that this job will reserve the specific resources for this job. Menu items:
Other options:
|
Restrictions
Restrict job to run only on specified clusters ("||"-separated) [+ means all below, * means at that level]. Click 'Browse' to choose from a list of Restrictions Options.
Restrictions is a way to tell the workers that this job can only run on specific clusters. You can choose more than one cluster in the list. Examples:
|
See Also
Flags
List of submission flag strings (comma separated). Click 'Browse' to choose required job flags.
|
---|
See this page for a full explanation of flag meanings |
Dependency
Wait for specified jobs to complete before starting this job (comma-separated). Click 'Add' to create dependent jobs.
You can link jobs to each other in several ways:
The second menu chooses between "job" (the entire set of frames) and "work" (typically a frame). So to link frame 1 of one job to frame 1 of a second, job, you would choose "work" in this menu. If you want to wait for all the frames of one job to complete before starting a second, then choose "job". The other option, "subjob", refers to the instance of a job. This is much less common, but means that, for example, the instance of Maya that was running frames has completed. For a complete description on how to define complex dependencies between jobs or frames, please refer to the Callbacks section of the Developers Guide. |
Email (job complete)
Send email on job completion (success or failure). Sends mail to the designated user.
Email (failed frames)
Sends mail to the designated user if frames fail.
Blocked
Set initial state of job to "blocked".
Stderr->Stdout
Redirect and consolidate the job stderr stream to the stdout stream. Enable this if you would like to combine your logs into one stream.
Job Label
Optional label to identify the job. Must be unique within a Job Process Group. This is most useful for submitting sets of dependent jobs, where you don't know in advance the job IDs to depend on, but you do know the labels.
Job Kind
Arbitrary typing information that can be used to identify the job. It is commonly used to make sure only one of this "kind" of job runs on a worker at the same time by setting the job's requirements to include "not (job.kind in host.duty.kind)". See How to restrict a host to only one instance of a given kind of job, but still allow other jobs
Process Group
Job Process Group for logically organizing dependent jobs. Defaults to the jobid. Combination of "label" and "Process Group" must be unique for a job. See Process group labels
Retry Frame/Instance
Number of times to retry a failed frame/job instance. The default value of -1 means don't retry.
Retry Work Delay
Number of seconds between retries.
Subjob Timeout
Kill the subjob process if running for the specified time (in seconds). Value of -1 means disabled. Use this if the acceptable instance/subjob spawn time is known.
Frame Timeout
Kill the agenda/frame if running for the specified time (in seconds). Value of -1 means disabled. Use this if you know how long frames should take, so that you can automatically kill those running long.
Cwd
Current Working Directory to use when running the job.
Environment Variables
Environment variables override when running a job. You can specify key/value pairs of environment variables
This is useful when you might need different settings for your render applications based on different departments or projects.
Impersonate User
You can specify which user you would like to submit the job as. The default is the current user. The format is simply <username>. This is useful for troubleshooting a job that may fail if sent from a specific user.
Example:
Setting "josh" would attempt to submit the job as the user "josh" regardless of your current user ID.
Note: In order to do this, the submitting user must have "impersonate user" permissions.
Windows-only Environment Variables
Used to provide OS specific environment variables for Windows. Enter variables and values to override when running jobs.
Linux-only Environment Variables
Used to provide OS specific environment variables for Linux. Enter variables and values to override when running jobs.
Darwin-only Environment Variables
Used to provide OS specific environment variables for OS X. Enter variables and values to override when running jobs.
GenerateMovie
Select this option to create a secondary job that will wait for the render to complete then combine the output files into a movie.
Note: For this to work correctly the "Qube (ImagesToMovie) Job..." has to be setup to use your studios transcoding application.
Account
Arbitrary accounting or project data (user-specified). This can be used for creating tags for your job.
You can add entries by typing in the drop-down window or select already created accounts from the drop-down.
See also Qube! Job Tags
Notes
Freeform text for making notes on this job. Add text about the job for future reference. Viewable in the Qube UI.
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