Renderfarm Setup Tips?
"In the hardware side, we still haven't made a choice between using AMD's Opteron or Apple's Xserve G5 (they have some very nice and price convenient cluster nodes which seem to be ideal for this kind of job), with Linux. As for the networking between them, is Gigaethernet enough or should we be going for Fiber? The software used to manage the render queues is another important point as well: I've been looking into Rush, and even though it's a commercial package, it works on all of the platforms we currently use (W2k/XP, Irix, OS X and Linux). But then there is also Dr. Queue, which is open source and is supported on at least the *NIX members of the aforementioned OS's. Other options include RenderPal and Pixar's RenderMan, but I would prefer an F/OSS alternative. Finally, it's worth noting that we'll be using the renderfarm for Maya and Adobe AfterEffects."
You might want to check out Cinelerra. It has pretty good support for renderfarms. I built one out of scrap 300mhz machines, and it only took a weekend.
(a) Wait for the next new processor technology to hit Slashdot.
(b) Build a Beowulf cluster of those.
Check out g4u for deploying your render machines - it's a image based disk cloning tool that uses DHCP and FTP and which doesn't care what you run on your clients. (g4u itself is based on NetBSD, but that doesn't matter for the application).
I've used g4u to setup a ~50 node video rendering cluster, see my webpage on the Regensburg Marathon Cluster.
Enjoy!
- Hubert
Don't use macs. First off, you have less choice in renderers, and second, the hardware is more expensive. Rendering is grunt work. Buy cheap systems that you can upgrade more often, and run linux or something.
Macs are very nice hardware, but you really don't need that for rendering. For workstations they make sense, but for rendering you really want to have a lot of fast computers rather than nice computers.
Everything seemed to be going so nice
'till the end of all beings punched right through the ice
Why would you run Linux on the Apple boxes? Wouldn't OSX be just as good?
What render queue products are supported by your pieces of software? Why don't you try a few of them?
I'm sure a demo can be arranged.
I wouldn't go blindly marching in the direction of FOSS especially in something that is valuable enough to setup a renderfarm for.
Most importantly, find out what the people who will be using the software like and dislike about each package. And what works for them. If it saves you $30 per hour times 5 people software and hardware cost become insignifigant after one work week.
The biggest renderfarm in the world is useless if your people can't use it. Always remember that software is only good in its ability to meet the goals of the organization it supports.
We had a renderfarm for "The Chronicles of Riddick" of 40 boxes. Each box was a dual-proc Opteron.
We evaluated several render-queue management systems, and decided on Rush. The most persuasive arguments for using Rush were the very good experience we have heard from other users, and the simplicity of extending it to manage a variety of different tasks. I have to add Hammerhead to the list of happy customers. It did everything we could have hoped for. In particular, it was able to handle the inevitable crashing of machines pretty well.
While it's true that Rush is a proprietary, gotta-pay-for-it system; a robust render queue management system pays for itself very quickly in the ability to make your renferfarm productive. Perhaps a render queue manager is overkill when you have just 6 or 8 systems, but once you get up to 30 or 40 it is essential.
Our experience is all under Linux, but if you're going to be running After Effects that means that you're not going to be running Linux -- so there's not too much more I can help you with there. We did find that the dual Opterons worked much more efficiently than dual Xeons in multiprocessor rendering -- don't know about the Xserves, though. We were running mostly Maya, RenderMan, Shake, and our own in-house tools on the farm.
This farm is unfortunately powered down now that Riddick is done -- if you need some dual opterons, let me know at thad@hammerhead.com
I love Mondays. On a Monday, anything is possible.
Thats only if you desire maximum ease of use with minimum setup and running hassles. The same ease of use the regular G5's have is built into all their server stuff too. I'm sure the linux dudes will have something to say about that.....
I would take a really hard look at the ready made bio-information cluster they have all setup, and just load yer software as needed and off you go. But that's me. Some people seem to like futzing with computers.....After 20+ years doing that at work, I just wanna do what I wanna do when I wanna do it. Apple makes that easy.
I get paid to deal with headaches, I'm not gonna deal with them at home too.
My subconscious desire to get out of the computer field as a career must be surfacing--I read this as "reindeer farm". Then reality set back in and I almost made a lame "LapLANder" joke before tasering myself.
Recently, I have been working a lot with Apple's xgrid. We have been linking about 4 G5s/G4s together and getting impressive results. I don't understand your hardware situation, but if you are a Mac guy try it out.
GroupShares.com
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artlu.net
If you're going to do this, do it properly. Get systems with massive amounts of I/O that will cope with all the data you're trying to throw at them. For this kind of work, you need only buy from one vendor: SGI.
Don't bother with Intel/Linux, with dodgy hardware and the frequently-changing Linux code. Pay the money, get decent hardware with a support contract and a steady, stable, tried and trusted OS.
Apple *may* be an appropriate choice, now that Pixar have ported RenderMan to OS X, but I don't like the idea of my arrays running at 7200 rpm's. Get SGI, get fibre channel, and (possibly) get gigabit ethernet.
It'll all pay off - it won't be cheap, but in the long run, the results will be worth the money and the wait.
I think that what you're looking for is a renderfarm for computer graphics rendering, right? in that case, you should be looking at PVM or OpenMOSIX or even MPI. In either case, since you're going to have more data crunching than actual data transfer, I think that even T100 would be enough. gigabit will be nice, but fiber is not worth it. Drqueue is nice... if you can get it to work, and I didn't. We used pvmpovray for many things, and I think that might be worth a look. pvmpovray exists for gentoo with an ebuild script, which would make the installation and configuration the minimum pain for it. But that option requires a conversion from maya to povray files. Also, I don't know what the pricing is going to be like, but if it were up to me, I'd take the Opterons, because I believe they are faster, although I'm not positive on that, and because I know they're well supported under linux, and again, I think that's a more personal choice to make, but the impression I got from AMD is that you always get the most for your buck. The Opterons also let you find replacement parts or upgrades a little easier than the G5 if you burn a CPU or motherboard. That's just my $.02 worth of advice.
---- I am certain of only one thing : I know nothing else.
Peace
Light us up the bomb!
I think I'll stop here.
... but it was rejected. How do you deal with terabytes of data (50+ TB), all in a single directory tree, all must be accessible to every node? This is larger than what you can store on a single filer. Also, for performance reasons, the data must be separated across multiple filers. Currently we use lots of symlinks to tie it all together into a single logical directory tree, but that's a really ugly solution. There's got to be a better way. Right? Anyone?
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If you think big enough, you'll never have to do it.
I don't know what the setup for After Effects and such looks like, but I managed to build a pretty good Sun Grid Engine system for distributing Maya batch renders. SGE is free, works on Linux or Solaris, x86 or SPARC (I obviously used the x86 linux binaries), and seems to be very well designed. I set up a pretty solid system for netbooting the clients, running them diskless (or with local swap drives), adding new clients on the fly (all scripted), and it all worked flawlessly. You could submit a batch job and it would distribute it per-frame as an array job to all the different nodes. Or you could just run SETI on all of them...
It's since been taken down in favor of running Alfred (because I no longer use Maya's builtin renderer, we've moved on to MTOR and PRMan), but I still have all of the files and scripts for it. If anyone's interested, I'd be happy to share: sabretooth@gmail.com
Every cloud has a silver lining (except for the mushroom shaped ones, which have a lining of Iridium & Strontium 90)
There is a fiber interface (Myrinet) to each node used by the MPI crowd, but our rendering group doesn't use it; they seem content with the performance of Ethernet over copper. Your needs may be different, of course, but latency isn't really an issue for rendering, and copper should provide all the bandwidth you need.
I'm not knowledgable regarding all the software packages you list there, but I'm wondering if any of them would really take advantage of a 64-bit kernel (either on Opteron or G5-PPC970). Of course you can put a PPC version of Linux on the Xserve, but not without sacrificing nearly all Apple-provided management. If you expand the cluster to a large number of nodes, or even if you keep a small number of nodes but place it in a remote location, Xserve running Linux would be painful to manage (no remote power-off/-on, remote console problems). Xserve is shiny and has the requisite blue LED's, but and AMD or Intel box (from the right vendor) would be much easier to manage remotely.
My question is - when is someone going to make a blade with PCI-Express and enough room for the latest batch of cards from NVidia and ATI?
Seriously - this is going to become a huge issue, as more rendering is pushed out to the stream processor that is the GPU.
Education is the silver bullet.
We have a 50 node dual 3Ghz render farm, 20 on w2k and 30 on linux 2.4.20 (ok Redhat9) We are currently using Muster www.vvertex.com, but are not that happy with it. It was reasonably priced, and the developers are very helpful, but its not quite there yet. I have been seriously considering building my own using a SQL database (currently Postgresql, but may swich to MySql) and perl. A render manager is really just a database with a bit of network sockets and scripts to run occasionally. A simple concept that is probably going to come back and bite me :)
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There is a distro called dynebolic which is specifically for multimedia. It features Veejay, Cinelera, MJPEG tools etc. It is supposed to run off the CD. It is supposed to use every computer hooked to the network that is running dynebolic in the manner of a render farm. That is a very attractive idea. Go around the house, put in dynebolic CDs and go nuts.
I can't say that it is great because I haven't been able to do much of the above. Maybe you will have better luck.
Secondly, from your questions it is obvious you're no rendering farm guru so why did the task of planning/researching the configuration get assigned to you? You should ... find a small and focused SI who will propose you a better solution than you can come up on your own
This attitude bothers me, and not for the first time here on Slashdot. How the hell do you think those experts got to be experts? Do you think they just *poofed* into being with all their knowledge and skills already existent? No, at some point, they started with little or no knowledge of the subject and gradually accumulated enough knowledge and experience to become experts!
Sheeesh! If everybody listened to this advice they never would do anything new or different for fear of coming up with some sub-optimal solution.
Hey
I've set up and administrated a number of farms over the years (doing it as I type. its.. what I do). One thing you really want to do, certainly with Maya's renderer, is to try to use the same OS and platform on your farm as you use on your user workstations. There can be subtle or even obvious differences in the render output between OS's, and since you'll have enough issues to deal with you'll want to keep cross-platform incompatabilities out of the mix. Please, trust me on this. Had to deal with Maya Irix/Win2k/Linux differences in the past.
As for queueing software, give Condor a look-see. Free and functional. I reverse-engineered a Perl version of it before they made their source available, and my version has been run quite successfully at several animation studios and an effects house over the years. It's a well architected system for distributed computing.
Feel free to contact me if you've got any other render system or management questions. I'm always interested in seeing how other studios approach the challenge.
This is a fun idea in the abstract, but if you're looking for concrete advice, you need to give us some concrete data. Most importantly, -what- are you rendering?
If you're at a university and you're doing some sort of bioinformatics visualization, use whatever the researchers are most comfortable with. The odds are good that this is whatever the CS department was teaching on 5 years ago. Probably Suns or Windows machines. Slave... errr, grad student labor is cheap, so use an OSS scheduling and job management system if you can.
At most other places, a similar rule applies: use whatever the users are most comfortable with. If you're using Mac workstations and software, then it may make sense to go with a G5 rendering farm. If you're using Windows... well, okay. Windows render farms still suck, but at least buy PCs to leave your options open. Unless you're a really large organization (that is, the sort that doesn't have to resort to Ask Slashdot for research), you probably want to use products that come with support contracts. $20k/year is a pretty good deal when compared to keeping a full-time support person for the same task.
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We did this because we primarily use Discreet's 3dsmax (with Brazil and V-Ray) and Eyeon's Digital Fusion. We have found that most existing render farm solutions do not support these two packages very well -- thus we decided to develop our own custom solution. We also support After Effects, Alias|Maya, AIR and other RenderMan compliant rendering packages.
Of interest to the general Slashdot crowd may be that this Deadline Render Management Solution is based on the open source (BSD License) Exocortex C# library originally released with this C# 3D Engine. Deadline is built with C# in the hopes that using Mono we will be able to start supporting Linux with minimal extra effort.
I'll be reading all the posts on this Slashdot thread but I would also appreciate any direct feedback on our current beta product. We also found solutions such as Rush and Smedge to be less than user friendly in many respects. Thus we have tried as best as we could to increase a 3D package that is not well supported by most render farm management solutions -- except for Discreet's Backburner (which we found not that that scalable.)
But more to the parent's point, OSX could be run Darwin-only, AKA BSD-style command-line interface. The bloat can be stripped out of OSX just as easily as it can for linux. Additionally, the user would have the comfort in knowing that his render farm is using the same OS as the workstations used to control it.
As other respondants have suggested, I guess it would come down to which OS supported the entire collection of desired applications for the job.
Apple has not yet released a true 64-bit version of OS X, while Gentoo released a PPC64 version a few weeks ago. If you're going to buy 64 bits of CPU, you might as well get 64 bits of OS too.
These are just some tips I've heard in my 4 years of experience.
Whichever processors you go with, make sure the entire farm uses the same type. Otherwise peculiar rendering differences might occur, in things like particles, hair/fur and fluids.
I suggest going with the Opterons just for the PC compatibility. While the CG industry is becoming more diverse hardware-wise, it is still dominated by PC's and to a much lesser extent SGI boxes (5 years ago it was all SGI). Using PC's keeps your options open. Perhaps someday you will find 3ds max and its included distributed rendreing software more suitable for a task, and that can only be used with PC's. Same goes with the Mental Ray and Brazil renderers and the Combustion compositing software. Macs just have not been widely used in the 3d graphics industry, and so the vast majority of 3d content creation software is PC and SGI only (Maya Unlimited is only available on PC and SGI, while a lower end wersion is on Mac). And VirtualPC cannot be used to emulate 3d hardware acceleration (and it shouldn't be used for anything processor intensive anyways), though this only applies to the hardware rendered viewports in the apps. Having only Macs would be risky, and could limit your capabilities significantly.
Pixar's PRMan (Photorealistic RenderMan) is a full blown renderer, not just something to help distribute render jobs. It is generally considered the best in the industry, though MentalRay and Brazil have gained significant followings. For a cheap but effective render queueing system, check out Smegde. Smedge was used by Manex Visual Effects for handling some of the effects shots in the Matrix trilogy. If you're running the Linux version of Maya (x86 only) it is not too difficult to distribute the render tasks yourself using shell scripts and the command-line renderer.
GB Ethernet should be fine, the bottleneck will be in the actual image processing not data transfer rates. 100Mb ethenet might even get the job done, thught I'd use GB for the added speed when copying large files. YMMV of course.
Overall I'd try to create a very flexible system, one that will definitely support the newest CG software down the road and one that ensures compatibility with everything, for those always short deadlines. Goodl luck with your rendering.
This is something I posted on an earlier discussion. The fact of the matter is that once you've got to a certain level in a subject, you forget what it's like to be starting out, or even that you 'started out', and hence loose all consideration for people new to your field.
Not a dig, just a remark on human nature
Ask 8 slackers a question, get 10 awnsers (a citation, but I can't remember from who)
You might want to look into nVidia Gelato. It's a 3D renderer that uses Quadro FX cards as secondary FPUs, supposedly doubling or more the speed of rendering. They claim it's two to six times faster than the leading renderer. There's a demo, so you can verify those claims for your uses.
It runs under Linux, and "will function with whatever [render farm] management system you currently use.".
To reiterate, it's a SOFTWARE renderer, that is hardware accelerated by using the video card as a co-processor.
You're right. It probably is. However, Slashdot is supposed to be a community, right? So what's wrong for asking the community for help? That is one of the things community is about.
I don't see the problem with asking here. You can actually get a lot more insight from a lot of different backgrounds in one place. Yeah, you have to weed out some of the gems, but moderation helps some with that.
You elitist pigs are starting to bug me. We've all needed help from time to time, yourself included I'm sure. Don't knock others for asking for help.
CromeDome
3D rendering is proc intensive. 2D composite work (Shake, Digital Fusion, Nuke, etc) is NETWORK I/O intensive. You must have gigE at least from the main background plate server and shared element server. The pipe that drops off the final product is usually sending (HD proxies for internal review) and receiving (final output frames) so it's best to have that gigE too.
Regarding networking: you have to look carefully at the way the farm will be used. If you are doing any kind of compositing (which requires high I/O rates), you'll benefit from gigabit ethernet. You'll also benefit from gigabit if you have exceptionally short render times (less than 30 minutes per frame), since in this case I/O is a significant fraction of each frame's render cycle. But the longer your per-frame render time, the less necessary gigabit is. We've always used 100base and it still serves us well. Fiber is expensive and provides nothing you'll need that copper can't provide.
The individual machines should have identical configurations and be interchangable. Your goal is to not care when an individual machine dies. In light of this, there should be no local storage of data. You can save money on support if you buy spares instead of service contracts. Warranties also work, but the big manufacturers give their worst service to warranty-only customers.
Don't wire anything but ethernet to the machines. KVM wiring is expensive and unnecessary. Each machine should run unattended until it dies; when it does, you can wheel over a monitor and keyboard to diagnose it.
Opterons are fast, compatible, cool, lower-power and cheap. Xserves are nice, but we've found that Darwin doesn't integrate well into a pure Unix environment. You'd also be locking yourself into a single manufacturer.
Linux is cheap and effective, and easier to configure correctly as a server OS than as a desktop OS. There is so much commercial software available for it now that there is little reason to consider Windows or a commercial Unix. We haven't found Linux support from the big manufacturers to be all that great; if you use Linux, assume that you will have to solve most problems on your own.
I work at a small post production facility in Hollywood. We have a render farm of 6 dual Xeon Win2000 Boxx rack machines as well as five dual Xeon Win2000 Boxx workstations that render in their spare time. We run Maya and After Effects and we use Smedge to handle the distributed rendering for both maya and AE and Mental Ray. We also have another Dual Xeon box running Server 2003 with a eight drive raid setup with two main partitions, one is raid 1 for the maya scenes and the AE projects and the other is raid 0 for the rendered frames and comps. We started with just two rack machines, but we add one or two every couple months when the budget permits. Our renders are sent to Smedge via a script that we run from an Interix csh. It greatly simplifies the process of sending out renders. Each project we work on has a script with the name of the project, or the shot, and when we're ready to render we run the script which parses the text file with all the parameters for the render such as frame range, render quality and so on. Some people don't care for Smedge to much, but it gets the job done, and works for most all 3d applications as well as most compositing apps.