Everything related to Maxwell Render and general stuff that doesn't fit in other categories.
By nik_h
#291926
Help!

I've tried network rendering for the first time and am not getting very far. Here's what I've done:

1. Launch Server on all nodes.
2. Launch Server and Manager on the computer being used as the manger.
3. Launch MXCL on manager and navigate to Network tab.
4. Click "Connect" - nodes are identified and status for each is given as "Ready".
5. Click "Add", navigate to MXS file on central file server (accessible to all nodes).
6. Manager crashes!

This happens every time. Can anyone point me in the right direction? Any help would be greatly appreciated.

Cheers,

Nik
Last edited by nik_h on Tue Feb 17, 2009 10:28 pm, edited 1 time in total.
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By frosty_ramen
#291939
i'm not sure if it will help, but before you add a render select all of the computers you want to render a file (right side on network tab, drag select all nodes) then add render. i hope that will help.

dan
By nik_h
#292047
Hi Dan,

No luck I'm afraid - crashes as before. Reading through some of the posts lower down there seems to be a lot of issues with network rendering on OSX. Has anyone got this running successfully? Does it matter that my manager is a quad G5 whereas my nodes are Intel based Macs?

Cheers,

Nik
By wow001
#298976
The problem in our render farm is down to one of our render nodes that quits when receiving the files from the server, but all the other render nodes are working perfectly when we take the problem render node off-line.
By wow001
#298987
Thanks for the info, but the problem was a network cable.
The problem render node was connecting to the network hub at 100mps where all the other machines were connecting at 1gps.
So I tried a new cable.
Now it is connecting at 1gps and after a restart it is working!

On the textures and mxs locations, we keep the files in the documents folder of the home director of the rendering server and save the files back to the same documents folder. Each of the render nodes are logged in to the server with the servers user name and password before starting the co-op render.

We found this arrangement works for us. (unless using a faulty network cable or having hard drives named the same as user accounts. )

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