Archive for February, 2009

First, you need to ensure that Backburner is installed. It will normally be found in your start menu programs, inside the Autodesk folder.

Backburner comes in 3 parts; the server, the manager, and the monitor.

Server

Backburner server starts 3ds max to perform render jobs. This can be run on as many machines as you like, allowing jobs to be distributed over a network.

Manger

Backburner manager receives jobs from your 3ds max session, and stores them. It will then hand these jobs out to the servers as needed.

Monitor

Backburner monitor connects to a manager, and allows you to view the jobs that are queued up on a manager. From here, you can suspend, resume, and delete jobs.

Using Backburner

First you need to start the manager. Start Backburner Manager. When you start it for the first time, it will present you with a settings dialog that allows you to select
the network port that you want Backburner to use. Leave this, the defaults are usually fine.

Now, you need to start a server. The server needs to connect to a manager so that it can request jobs to do. The first time you start the server on a computer it
will present you with a configuration dialog, on which you will need to enter some settings. The
Server name or IP should contain the name of your computer. This
may already be filled in for you. In the
Enter Manager Name or IP box, enter the name of the machine on which the manager runs. If you are running the manager
and server on the same computer, enter
localhost here. Otherwise, find out the name or IP of the manager machine and enter it.

Start the monitor so that you can see what the system is up to. The monitor window will start blank. You need to connect to a manager so that you can monitor it.
Click the connect button (the left most button on the toolbar) and enter the name / IP of the manager (
localhost if on the same computer) in the dialog that comes up.

Submitting jobs to Backburner

Render jobs are submitted to Backburner from 3ds max. Set your render up as normal, with all the usual settings (file output, lighting, etc). In the file output section
there is a check box called
Net Render. Check it. Now click the Render button. Rather that starting the render, as normal, the Net Render dialog will appear.
The
Job Name should be unique; if there is another job in the queue with the same name, the render system will complain. Under Enter Subnet Mask, uncheck
the
Automatic Search check box. The box above changes to Enter Manager name or IP. Enter the name/IP of the manager here. Click the Connect button.
The jobs in the managers’ queue will appear in the lower right pane of the dialog box. Find the
Initially Suspended check box in the Options section. This will
ensure that the job will not start immediately. Doing this is a good idea, as often you will only be using one machine, and having a job start on the machine immediately
will slow the machine down due to consuming its resources; making it more difficult to load more max files and submit more jobs. Now click
Submit button at the bottom.
The job will now be submitted to the manager.
Repeat this process for each job.

Starting the jobs from the monitor

Switch to the Backburner monitor. That jobs that you have submitted will have appeared in the top left pane of the monitor window. They will have yellow icons, which
indicates that they are suspended. Select these jobs, and click the green light bulb button in the toolbar (the
resume job button) to start the jobs off.

Suspending and resuming

Jobs and be suspended and resumed from the monitor using the suspend job and resume job toolbar buttons, at any time. This allows you to pause and resume

/>jobs quickly, with very little work, in case you need to interrupt rendering, so that you can make use of your machine.

Render errors

Render errors are the bane of Backburner. Any errors, including missing textures, and warnings about objects not having UVW maps will cause the job to fail in
Backburner, meaning that you won’t get any results. Before submitting jobs to Backburner, attempt a test render from Max in the normal fashion, to check that there
are no errors.
If you are giving models to other people, please ensure that they do not cause these render errors, as they will frustrate your colleagues efforts should they want to use
Backburner.

I Scoured High and Low to find out how to use Papervision and Collada with Flash CS3, so I thought i would share with everyone how i managed to do it.
Firstly this Tutorial is designed for use with 3Ds Max 9. With Adobe Flash CS3.
Once you have established that you have the above two programes, you can now proceed to the tutorial.
To get everything up and running is easily followed by 4 easy (when i say easy, i mean it took me 2 days to get it right) steps:
  1. Use an SVN client to download Papervision deposetries
  2. Install ColladaMax extension on 3Ds Max
  3. Convert models into .DAE files
  4. add PV3d (Papervision3D) component to Flash via the Extension Manager
—————————————–
1 – Using SVN
firstly – to get hold of the latest papervision files, you need to use an SVN (subversion) client, the recomended one to use is Tortoise SVN.

  • download and “install” it (once installed it will appear in the right click menu in windows  – it does not technicaly appear in Programe folders)
i.e it is a windows extension files and the menus appear in windows eplorer.

  • Create  a new folder, and call it Papervision3d “or whatever you want to call it.
  • right click the folder and chose SVN Checkout
  • direct the folder to http://papervision3d.googlecode.com/svn/trunk
  • Choose which directory you would like to install it in, and click ok – now the SVN should be doing all the work downloading the PV3D files into your specified directory.
2 – Downloading and Installing ColladaMax extension
  • but for a direct download of the ColladaMax extension click here
  • once this is downloaded and installed in 3ds Max, you can now start exporting models

3 – Exporting .DAE files

  • As Papervision only reads .DAE files you need to export your models as .DAE this can be done by:
  • Click File > Export , then select COLLADA (*.DAE)
  • Make sure that, if you have more that one object in the scene that it is all connected as 1 object. and for Textures, use UVW mapping  and apply it to the DIFFUSE channel in the material editor – otherwise texturing wont work.
4 – Adding PV3D component to Flash CS3
  • download the component here
  • Open up Adobe Extension Manager, If you dont have it, you can get it from the Adobe site download it here
  • once installed hold down Ctrl + O to add a new extension, browse to the component .MXP file that you just downloaded and click ok
  • Open up Flash CS3, and now you should have PV3D in the Components window
  • To gain access to the PV3D panel  – in the toolbar click
Window > Other panels > PV3D Panel
for more information on this you can visit this blog
more information can also be found here
And thats it!
Now you can start with Actionscript 3.0 and get it on with PV3D!
It was time for an upgrade from my dual 19″ widescreen monitors, so here are some images of my SHINY NEW LG 23″ 1080p HD TV/Monitor  (with DVB), dual screened with one of my 19″ widescreens.
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