BEST PRACTICES

1. Test your rendering

Before sending a full frame range on the RANCH, please send a Rendering test:

Send on the Farm a Render of 5 to 10 significant frames in low resolution.

This will help you check that:

  • All your assets, caches, render parameters are generating the expected results on the Farm.
  • The rendering time and price of your project fits within the Cost Estimator.

2. Use the latest RANCHecker version


3. Use only alpha numeric characters

Avoid any space or special characters in you paths (files or directory): use only alphanumerical values [A..Z][a..z][0..9] or “-” or “_”, that's it.

Example (French): ELETRO3D Dropbox/éléctroménager/FOUR 76XDR/TEXTURES/ - Should be - ELETRO3D_Dropbox/electromenager/FOUR_76XDR/TEXTURES/ ​


4. Store all your project datas in the same directory

You should have a project directory (Maya rules) containing your scenes and their assets:

../YourProjectPath/
      cache/        <- .mcx, .abc, .vdb (cache files all types)
      scenes/       <- yourScene.mb
      sourceimages/ <- all your images and textures 
                      (HDR, exr, png, jpg, tif, tx, tex...)

5. Make your path file relatives : Use Set project

In Maya - Use the functionality “Set project” to set your path files in relative to your project directory:

  Open Maya,
  File -> set project -> ..YourProjectPath
  Open YourScene.mb

6. Use locally the RANCH path

Use locally the RANCH path (“C:/Maya/Currentjob/”) for your external references, to workaround a Maya relative/absolute path file problem with caches or external reference files.

The problem comes from Maya storing only absolute paths files for external references, it is sometimes tricky to fix them for rendering on the farm… The .abc, .vdb or other file types may be loaded within the original absolute path in Maya. (An initial full path to the .abc file as for instance D:/…/../myProject/cache/alembic/myfile.abc won't work on the farm…)

A workaround to this is to follow the steps in check your .vua archive:


7. Check your .vua archive

To be sure your assets and cache files are loaded correctly and packed accordingly in the .vua archive.

The .vua file generated by RANCHecker is a simple archive (zip) file renamed into .vua (thus you can open it using 7zip for instance to check the content if needed).

  • Create a project directory on your computer named: C:/Maya/Currentjob (or /Maya/Currentjob , for MAC users, with Read/Write Maya rights in it)
  • Copy your .vua in it
  • Decompress the .vua here ★
  • Open Maya
  • File → set project → C:/Maya/Currentjob (or /Maya/Currentjob - MAC users)
  • Open your scene → scenes/yourScene_RC.mb
  • Save as → yourScene.mb
  • Import your cache file .abc, .mcx, .vdb ….
  • Reapply your material if needed
  • Render some test frames locally
  • Save your scene
  • RANCHeck your scene.

Your new archive .vua should behave as expected on our servers, please contact us in case of any problem or question.

★ Remark - The structure of this project directory will be as follow:

C:/Maya/Currentjob/
  cache/        <- .mcx, .abc, .vdb (cache files all types)
  scenes/       <- yourScene_RC.mb
  sourceimages/ <- all your images, HDR,.. textures files (all types)
  xgen/         <- Xgen data

★ Hint - If needed, use the Maya fonctionality: Maya→Windows→General Editor→File Path Editor , This editor let you check all the external assets file paths in your scene .

maya/best-practices.txt · Last modified: 2022/09/12 11:39 by ranchadmin