PDG Static scheduling

   1481   2   1
User Avatar
Member
201 posts
Joined: July 2015
Offline
Hey!

I'm currently on/off working on a static scheduler. Since this is not the preferred method, there's very little information out there. But some renderfarms do not have the functionality to support dynamic graphs in a sustainable manner, so it may be necessary.

I want to use this thread to communicate couple of things that are not clear from the documentation/local scheduler scripts. Other people may find this useful in the future, too.

Thanks!
Manuel Köster - Senior Technical Artist @Remedy Entertainment

https://www.remedygames.com/ [www.remedygames.com]
http://shadesoforange.de/ [shadesoforange.de]
https://twitter.com/ShadesOfOrange_ [twitter.com]
User Avatar
Member
201 posts
Joined: July 2015
Offline
First question! When I am cooking a graph statically the entire graph gets sent off to the scheduler to deal with and it waits for all the workitems to be reported as finished.

How and where should be reported back to PDG that certain workitems are now finished?

In the default pythonscheduler the onSchedule Callback features this code:

return pdg.scheduleResult.CookSucceeded

but the onScheduleStatic only features

return

Which emphasies the issue I have.


Thanks!
Manuel Köster - Senior Technical Artist @Remedy Entertainment

https://www.remedygames.com/ [www.remedygames.com]
http://shadesoforange.de/ [shadesoforange.de]
https://twitter.com/ShadesOfOrange_ [twitter.com]
User Avatar
Member
603 posts
Joined: Sept. 2016
Offline
When your work item is finished, you should call one of the scheduler functions onWorkItemSucceeded, onWorkItemFailed workItemCancelled.

This can be done at any point during the cook.
  • Quick Links