Rendering with HQueue or in the cloud
You can set up a to render each frame on multiple machines using tiling.
On the Properties > Output subtab of the target Mantra render node, turn on Tiled Render.
When you use an HQueue render node to render a target node with Tiled Render on, the HQueue server will automatically tile each frame and create a separate job for each tile.
Generating a scene description file
You will generally need to generate the intermediate scene description file required by your renderer, since the renderers themselves don’t know about
.hip files. For mantra this is an IFD file, for RenderMan and other RIB renderers it’s a RIB file. See how to generate an IFD file for more information.
You can start a remote render on any host computer on the network that has the
hserver license administration server installed. The
hserver program is installed alongside Houdini, or it can be installed separately using the Houdini installer to create a render node.
To start a render on one or more remote hosts, use the
-H option to mantra, followed by a comma-separated list of host names.
mantra -H host1,host2,... scene.ifd
If texture maps are on network drives, the
hserver service must be set up to run as a user with sufficient permissions to access the network, and paths for texture maps should be specified as UNC paths.
Built-in Alfred support
You can add Alfred-specific properties to other renderers in the dependency tree to customize the arguments used to Alfred for that part of the job. For example, you might want different memory usage arguments for the main render and the shadow pass.
Other network render managers
Other network render managers will usually come with their own support for Houdini/mantra. Check your software’s documentation.
In general, you should set your job up so that all paths are relative to the
$HIPdirectory. A good setup is to have all of your
.bgeofiles in a
geosubdirectory and set your render nodes to write into a
Double check where your image output is going. You don’t want to send a job out to the render farm with the output picture set to
ip(interactive display in MPlay).
On Windows, you should specify resources on the network (such as shared texture maps) using UNC paths.