Cinema 4D job submission overview

It is always important to use relative pathing for any resources needed for the render that exist outside of the scene file.  These external resources should always be located in the same directory as your scene file or within a subdirectory of that directory.  Using Cinema4D’s “Save Project with Assets” option off the File menu can usually help with this.  We do not parse the scene file to try to locate those external resources for you, so if one does not exist at time of render on our farm, the render results will be adversely affected.  We advise you to save your scene file and assets to an empty folder to avoid having to upload unnecessary data.  The Pixel Plow agent compresses and uploads the entire folder that holds the scene file you submit for rendering.

When your job is uploaded to our farm, we run an analysis pass on the scene file by opening it in an instance of Cinema 4D and running a custom script against it to read and output many details from the scene file our system needs to know in order to render the scene file correctly.  This analysis pass may fail for a variety of reasons.  If it does fail, we encourage you to leave your job in the queue so we may review the analysis pass manually and, if possible, work around it.  Most of the time, this analysis pass will complete entirely automatically in a matter of seconds.

The outputs you defined in your scene file will be what C4D creates and our system attempts to capture with one exception.  Video output formats are not allowed.  This is because you cannot have more than one machine writing to the same file at the same time.  Any detected video output format will be automatically changed to PNG output to allow the job to proceed without errors.  Image sequence output is the only available option for distributing a frame range job across many nodes of a render farm.

Single frame jobs will not be tile or region rendered, as C4D does not have any native ability to do so when launched via the CLI.  As a result, single frame jobs will run on only one CPU, regardless of power setting.  Power setting will continue to affect when that frame starts if the farm is saturated.

Object animation driven by Xpresso, Mograph, and Dynamics typically needs to be baked prior to scene file submission.  This includes objects animated via sound modifiers, as our render nodes do not have audio cards.

Scene files using the Real Flow plugin must reference the cache files via relative pathing.  Specifically, a single period and backslash must be used to tell the plug-in where the cache files are.  For example, “.\cache folder\real flow files.rf” must be used as the relative path to find cache files when they are in a folder called “cache folder” in the same directory as your scene file.  Real Flow has had a history of relative pathing problems, however.  If you do the above and the output doesn’t contain your cached fluids, consider handling the fluid sim this way.  Take the bin sequence into C4D and exported the fluids as Alembic files.  Reference the Alembic files into a C4D file and then xref that file into your main scene file.  This eliminates the need for Real Flow to reference files directly by any path, relative or absolute.

Use of X-Particles in your scene file requires that you create your scene file with a commercial license of X-Particles.  Scene files made using their Learning Edition are not able to be opened for analysis on our farm.

Use of Turbulence FD in your scene file requires that you use relative pathing to point to your simulation container.  This is only functional in TFD builds 1.0.1047 and later.  The relative path must be to the folder that holds the folder of your simulation cache, contrary to what would make sense.  This means, if your simulation cache is in a folder called “Cache 001”, and that folder is sitting in the same folder as your scene file, the relative path to your cache would simply be “./”…meaning the folder holding your scene file.  Apparently, that’s where Turbulence FD looks to find the *folder* that holds your simulation cache files.

 

 

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