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PostPosted: Wed Dec 14, 2011 5:54 pm 

Joined: Thu Sep 01, 2011 11:41 pm
Posts: 63
We are trying to render to a network render that is across our slightly disconnected LAN from SU. Using the -node:IP & -monitor:IP flags, we can see the manager and the monitor displays correctly, the issue is that when I try to netrender from within SU, it will launch another monitor that does not have that flag attached to it (so it can't see the manager).

Is there a line I can add to a ruby script (we are currently running a small maxwell.mod.rb to disable the node and manager from launching on client machines).

Thanks.


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PostPosted: Wed Dec 14, 2011 6:32 pm 
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Joined: Wed Nov 16, 2005 3:02 am
Posts: 7630
Location: desk #861
For this, you would want to start the Monitor yourself, binding to whatever name or IP you require, and then not use the network render button in the plugin -- instead, simply use Export MXS and then add the job yourself directly using Monitor > Jobs > Add. I'll see about making this configurable in the future.

If you'd find it convenient to start the Monitor from the Ruby Console, you could use this:

Code:
MX.rspawn(false, MX.network_monitor_path, '-monitor:0.0.0.0')

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PostPosted: Wed Dec 14, 2011 8:29 pm 

Joined: Thu Sep 01, 2011 11:41 pm
Posts: 63
It would be great if there was another way around this, as we are trying to simplify the process of submitting a job via SU to our series of nodes. I'm afraid exporting an MXS and then adding it manually via the monitor is a couple steps too complicated for some people.

edit: is there perhaps another way to render to a manager across a network (keeping in mind the IP has to be defined manually)? We want to centralize the manager and the nodes, but allow people at several offices to submit via the netrender.


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PostPosted: Wed Dec 14, 2011 9:07 pm 
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Joined: Wed Nov 16, 2005 3:02 am
Posts: 7630
Location: desk #861
I can't answer your second question, as I'm not an expert on Maxwell's network rendering system. On the first, I'm hesitant to instruct you on making too many mods, because they somewhat restrict my movement in the future. I'll p.m. you with some code to help you accomplish what you want to do here, but it's strictly on you to make sure, when the plugin is updated, that you also go around to any machines where you've distributed these mods, and remove them, so they don't interfere with the proper operation of that version.

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