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Maya: Publishing of tile renderings on Deadline #398
Merged
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Feature
This feature enable support for publishing tile renders from Maya in Deadline. No matter of assembly method (Draft Tile assembler) this adds publish job to batch waiting for expected files (results from assembly).
How does this works:
In created render instance, check Tile rendering checkbox.
Submit scene via Deadline Maya Client and set your tile settings:
🔵 make sure Job Name matches scene name (can be set with arrow button next to it)
🔴 check Enable Region Rendering
🟢 be sure Single Job Frame matches what you have as start and end frames in Render Settings > Animation
Now you just click Submit Job and jobs will be created on farm under batch name that is current scene name.
After submission is done, you can just Pype > Publish. It will work in similar way as submiting normal render jobs, but without actually submiting those job itselves. It just runs through the code, set everything and submit only Publish job.
If you decide to Publish first or Submit first doesn't matter - only if you Publish first, be aware of version auto-update (Job name in Deadline client will be different then published version). But this is just cosmetics of how it is displayed in Deadline monitor - it still waits for correct data and publishes in correct context.
Caveats:
Deadline Maya Client unfortunately doesn't expose important parameters to be validated/set, such as Single Job Frame and if Region Rendering is actually enabled. Thus it is users responsibility to set and check them manually.
Current implementation doesn't allow sequence (multiple frame) tile rendering.
Implementation Details:
This PR introduce
toBeRenderedOn
on instance. This adds ability forsubmit_publish_job
to determine, what render farm software is used. Until now we did it only by presence ofDeadlineSubmitJob
orMusterSubmitJob
but this PR introduce valid state, where this job doesn't exist. This must be set on instance prior this plugin and this PR already modifiessubmit_*_deadline
scripts for all supported hosts to include this.We also skips frame range validator for this, just checking if start frame == end frame. This is probably overkill and should be already handled by assets start/end frame.
It has merged in #376
Closes #297
Closes #376