Hi there,
I’m a long time MODO user, I have a number of servers, both Mac and PC here and I’m checking out Deadline specifically for MODO because, well, MODO’s network abilities are less than stellar.
OK, I’ve installed Deadline on two PCs and one Mac which I alternate testing with a PC for compatibility. Deadline seems to have installed fine and the Monitor can see all the clients including the Mac so all seems to be good there.
I need to know what the “best practices” are for taking a MODO scene and using Deadline.
For example, I have a simple animation of a perfume bottle which takes about 6 minutes per frame to render inside of MODO. It only has a few textures. I took the folder that holds that scene and its textures, and moved it to my network shared drive. Then, in Deadline Monitor, I go to the Submit menu and chose Submit Modo Job and chose the scene from the network shared location. I get the expected dialog and chose the Machines to run it, chose the MODO file and Override Output into an output folder on the shared drive. “Submit MODO Scene” is checked on. I had configured the plug in for MODO to find my 401 “_cl.exe” file and when it hit SUBMIT, I can see in the task manager that the CL version indeed launches. So that’s all good.
However, the entire test scene of 10 frames (normally 6 minutes per frame each), finishes in only a few seconds. When I look at the output folder there are 10 frames in there but when I open them up they are renderings of an empty scene, basically they look like the default gradient that shows up in render window preview when you are in the render tab…no sign of my actual scene (see attached)
Any ideas why?
Best Practices? I assume that all textures and the MODO scene file should be stored together in a folder on the Shared Network Drive. What if I get a scene from someone else that was put together on their system. Normally I can open up the scene and it might ask to find one or two textures and then I can point to them and the scene links them up fine. How would that work in Deadline? Should I always first open the MODO scene natively from the Shared Drive and find the textures if it asks, and then save it, then Submit to Deadline as before? If Deadline can’t find a texture for some reason how would I know?
As far a Mac client goes, I used the following path: /Applications/modo.app/Contents/MacOS/modo -console. How does the Mac client handle saving the final output of the file which is on a Network Shared drive? For example, all the PC’s “Override Output” field is something like "Z:\MODO_Scene\Output\test.tif. But to find that same directory via the mac the path looks something like /SharedDrive/MODO_Scene/Output/. So even if the headless MODO version on the Mac launches, how will it know to save it back to the correct location? Perhaps a dumb question that Deadline has already worked out via Repository.
Should I select any choices for “Build To Force”?
So does it appear that I’m doing everything right? And why am I getting the default gradient rendered in my test scene but not the actual contents of the scene? Is my approach to handling a MODO scene created by someone else correct? Any basic information on how to step-by-step get MODO rendering well with Deadline would be awesome as I would love to implement this program.
Thanks,
Dan