Deadline 4.1
I want to run FumeFX simulations on Deadline via Maxscript Jobs to monitor the progress and status. Everything works fine so far. With the functions “SetTitle”, “SetProgress” and “LogMessage” I can monitor the most important information in the slave overview. Is there a way to also update the job progress and and frame count manually? Looking forward to your response.
Regards
Chris
Hi Chris,
The progress that is shown in the slave gets pushed periodically to the Task list in the Monitor (under the Progress column). This info is only updated for the task though, and if the job only contains one task (which I believe is the case here), it will show job progress at 0% (0/1) until the task completes. There isn’t a way to manually change this, as it’s based directly on the completed task count.
Cheers,
Hi Ryan,
Thank you for your response.
Regards
Chris
I posted about this problem a few years ago and now find myself wanting it in again!
I have a custom script job for my fume simulations done by deadline and it would be great to have the task progress get updated like the progress of a rendered frame. Im wondering if there is a way via script to do this? Im simply calling theFume.RunSimulation 0 to get it simming, not using the built in backburner mode.
Its especially annoying as if you look at the log of a completed job you can see the progress via the ignored popup as so:
0: INFO: Ignoring popup “FumeFX: Frame 37 (0 - 100)”
With a bit of string filtering you could easily extrapolate the progress.
Perhaps I should be asking about this on the FumeFX forums too?
Hi Jordan,
I’m doing something similar for our simulations on the farm.
At the moment I’m using the “PostStep” function of fumefx for counting the steps and updating the progress. It’s a little bit buggy, but it works for the default simulation.
For the wavelet simulation I’m still looking for a solution because the “PostStep” function is only called when “[…] the fuel has been burned […]”.
Regards
Chris
A feature on our wishlist is to expand our popup handler functionality to call functions when a matching popup is detected (which is how our stdout handlers work). Currently, the popup handler can only press one or more buttons on the popup, so there is no way to parse out actual information from the popup. This feature isn’t on our immediate roadmap yet, but a few people have asked for it now, so maybe we should look at adding this soon.
Cheers,