Maxon Computer Cinema 4D - 9.5.2 User Manual

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NET Render

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NET Render
Programming Team Christian Losch, Philip Losch, Richard Kurz, Tilo Kühn, Thomas Kunert, David O’Reilly, Cathleen Poppe. Plugin Programming Sven Behne, Wilfried Behne, Michael Breitzke, Kiril Dinev, Per-Anders Edwards, David Farmer, Jamie Halmick, Richard Hintzenstern, Jan Eric Hoffmann, Eduardo Olivares, Nina Ivanova, Markus Jakubietz, Eric Sommerlade, Hendrik Steffen, Jens Uhlig, Michael Welter, Thomas Zeier. Product Manager Marco Tillmann. QA Manager Björn Marl. Writers Paul Babb, Rick Barrett, Oliver Becker, Jens Bosse, Chris Broeske, Chris Debski,
Glenn Frey, Michael Giebel, Jason Goldsmith, Jörn Gollob, Sven Hauth, Josiah Hultgren, Arndt von Königsmarck, David Link, Arno Löwecke, Aaron Matthew, Josh Miller, Matthew ‘Mash’ O’Neill, Janine Pauke, Marcus Spranger, Luke Stacy, Perry Stacy, Marco Tillmann, Jeff Walker, Scot Wardlaw.
SDK Docs & Support David O’Reilly, Mikael Sterner. Layout Oliver Becker, Harald Egel, Michael Giebel, David Link, Luke Stacy, Jeff Walker. Translation Oliver Becker, Michael Giebel, Arno Löwecke, Björn Marl, Josh Miller, Janine Pauke, Luke Stacy, Marco Tillmann, Scot Wardlaw.
Copyright © 1989-2005 by MAXON Computer GmbH. All rights reserved. English translation Copyright © 1989-2005 by MAXON Computer Ltd. All rights reser ved.
This manual and the accompanying software are copyright protected. No part of this document may be translated, reproduced, stored in a retrieval system or transmitted in any form or by any means, electronic or mechanical, for any purpose, without the express written permission of MA XON Computer.
Although every precaution has been taken in the preparation of the program and this manual, MAXON Computer assumes no responsibility for errors or omissions. Neither is any liability assumed for damages resulting from the use of the program or from the information contained in this manual.
This manual, as well as the software described in it, is furnished under license and may be used or copied only in accordance with the terms of such license. The content of this manual is furnished for informational use only, is subject to change without notice, and should not be construed as a commitment by MAXON Computer. MA XON Computer assumes no responsibility or liability for any errors or inaccuracies that may appear in this book.
MAXON Computer, the MAXON logo, CINEMA 4D, Hyper NURBS, and C.O.F.F.E.E. are trademarks of MAXON Computer GmbH or MAXON Computer Inc. Acrobat, the Acrobat logo, PostScript, Acrobat Reader, Photoshop and Illustrator are trademarks of Adobe Systems Incorporated registered in the U.S. and other countries. Apple, AppleScript, AppleTalk, ColorSync, Mac OS, QuickTime, Macintosh and TrueType are trademarks of Apple Computer, Inc. registered in the U.S. and other countries. QuickTime and the QuickTime logo are trademarks used under license. Microsoft, Windows, and Windows NT are either registered trademarks or trademarks of Microsoft Corporation in the U.S. and/or other countries. UNIX is a registered trademark only licensed to X/Open Company Ltd. All other brand and product names mentioned in this manual are trademarks or registered trademarks of their respective companies, and are hereby acknowledged.
MAXON Computer End User License Agreement
NOTICE TO USER
WITH THE INSTALLATION OF NET RENDER (THE “SOFTWARE”) A CONTRACT IS CONCLUDED BETWEEN YOU (“YOU” OR THE “USER”) AND MAXON COMPUTER GMBH ( THE “LICENSOR”), A COMPANY UNDER GERMAN LAW WITH RESIDENCE IN FRIEDRICHSDORF, GERMANY.
WHEREAS BY USING AND/OR INSTALLING THE SOFTWARE YOU ACCEPT ALL THE TERMS AND CONDITIONS OF THIS AGREEMENT. IN THE CASE OF NON -ACCEPTANCE OF THIS LICENSE YOU ARE NOT PERMITTED TO INSTALL THE SOFTWARE.
IF YOU DO NOT ACCEPT THIS LICENSE PLEASE SEND THE SOFTWARE TOGETHER WITH ACCOMPANYING DOCUMENTATION TO MA XON COMPUTER OR TO THE SUPPLIER WHERE YOU BOUGHT THE SOF TWARE.
1. General
Under this contract the Licensor grants to you, the User, a non-exclusive license to use the Software and its associated documentation. The Software itself, as well as the copy of the Software or any other copy you are authorized to make under this license, remain the property of the Licensor.
2. Use of the Software
You are authorized to copy the Software as far as the copy is necessary to use the Software. Necessary copies are the installation of the program from the original disk to the mass storage medium of your hardware as well as the loading of the program into R AM.
(2) Furthermore the User is entitled to make a backup copy. However only one backup copy may be made and kept in store. This backup copy must be identied as a backup copy of the licensed Software.
(3) Further copies are not permitted; this also includes the making of a hard copy of the program code on a printer as well as copies, in any form, of the documentation.
3. Multiple use and network operation
(1) You may use the Software on any single hardware platform, Macintosh or Windows, and must decide on the platform (Macintosh or Windows operating system) at the time of installation of the Software. If you change the hardware you are obliged to delete the Software from the mass storage medium of the hardware used up to then. A simultaneous installation or use on more than one hardware system is not permitted.
(2) The use of the licensed Software for network operation or other client server systems is prohibited if this opens the possibility of simultaneous multiple use of the Software. In the case that you intend to use the Software within a network or other client server system you should ensure that multiple use is not possible by employing the necessary access security. Otherwise you will be required to pay to the Licensor a special network license fee, the amount of which is determined by the number of Users admitted to the network.
(3) The license fee for network operation of the Software will be communicated to you by the Licensor immediately after you have indicated the number of admitted users in writing. The correct address of the Licensor is given in the manual and also at the end of this contract. The network use may start only after the relevant license fee is completely paid.
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4. Transfer
(1) You may not rent, lease, sublicense or lend the Software or documentation. You may, however, transfer all your rights to use the Software to another person or legal entity provided that you transfer this agreement, the Software, including all copies, updates or prior versions as well as all documentation to such person or entity and that you retain no copies, including copies stored on a computer and that the other person agrees that the terms of this agreement remain valid and that his acceptance is communicated to the Licensor.
(2) You are obliged to carefully store the terms of the agreement. Prior to the transfer of the Software you should inform the new user of these terms. In the case that the new user does not have the terms at hand at the time of the transfer of the Software, he is obliged to request a second copy from the Licensor, the cost of which is born by the new licensee.
(3) After transfer of this license to another user you no longer have a license to use the Software.
5. Updates
If the Software is an update to a previous version of the Software, you must possess a valid licence to such previous version in order to use the update. You may continue to use the previous version of the Software only to help the transition to and the installation of the update. After 90 days from the receipt of the update your licence for the previous version of the Software expires and you are no longer permitted to use the previous version of the Software, except as necessary to install the update.
6. Recompilation and changes of the Software
(1) The recompilation of the provided program code into other code forms as well as all other types of reverse engineering of the different phases of Software production including any alterations of the Software are strictly not allowed.
(2) The removal of the security against copy or similar safety system is only permitted if a faultless performance of the Software is impaired or hindered by such security. The burden of proof for the fact that the performance of the program is impaired or hindered by the security device rests with the User.
(3) Copyright notices, serial numbers or other identications of the Software may not be removed or changed. The Software is owned by the Licensor and its structure, organization and code are the valuable trade secrets of the Licensor. It is also protected by United States Copyright and International Treaty provisions. Except as stated above, this agreement does not grant you any intellectual property rights on the Software.
7. Limited warranty
(1) The parties to this agreement hereby agree that at present it is not possible to develop and produce software in such a way that it is t for any conditions of use without problems. The Licensor warrants that the Software will perform substantially in accordance with the documentation. The Licensor does not warrant that the Software and the documentation comply with certain requirements and purposes of the User or works together with other software used by the licensee. You are obliged to check the Sof tware and the documentation carefully immediately upon receipt and inform the Licensor in writing of apparent defects 14 days after receipt. Latent defects have to be communicated in the same manner immediately after their discovery. Otherwise the Software and documentation are considered to be faultless. The defects, in particular the symptoms that occurred, are to be described in detail in as much as you are able to do so. The warranty is granted for a period of 6 months from delivery of the Software (for the date of
which the date of the purchase according to the invoice is decisive). The Licensor is free to cure the defects by free repair or provision of a faultless update.
(2) The Licensor and its suppliers do not and cannot warrant the performance and the results you may obtain by using the Software or documentation. The foregoing states the sole and exclusive remedies for the Licensor’s or its suppliers’ breach of warranty, except for the foregoing limited warranty. The Licensor and its suppliers make no warranties, express or implied, as to noninfringement of third party rights, merchantability, or tness for any particular purpose. In no event will the Licensor or its suppliers be liable for any consequential, incidental or special damages, including any lost prots or lost savings, even if a representative of the Licensor has been advised of the possibility of such damages or for any claim by any third party.
(3) Some states or jurisdictions do not allow the exclusion or limitation of incidental, consequential or special damages, or the exclusion of implied warranties or limitations on how long an implied warranty may last, so the above limitations may not apply to you. In this case a special limited warranty is attached as exhibit to this agreement, which becomes part of this agreement. To the extent permissible, any implied warranties are limited to 6 months. This warranty gives you specic legal rights. You may have other rights which vary from state to state or jurisdiction to jurisdiction. In the case that no special warranty is attached to your contract please contact the Licensor for further warranty information.
The user is obliged to immediately inform the transpor t agent in writing of any eventual damages in transit and has to provide the licensor with a copy of said correspondence, since all transportation is insured by the licensor if shipment was procured by him.
8. Damage in transit
You are obliged to immediately inform the transpor t agent in writing of any eventual damages in transit and you should provide the Licensor with a copy of said correspondence, since all transportation is insured by the Licensor if shipment was procured by him.
9. Secrecy
You are obliged to take careful measures to protect the Software and its documentation, in par ticular the serial number, from access by third parties. You are not permitted to duplicate or pass on the Software or documentation. These obligations apply equally to your employees or other persons engaged by you to operate the programs. You must pass on these obligations to such persons. You are liable for damages in all instances where these obligations have not been met. These obligations apply equally to your employees or other persons he entrusts to use the Software. The User will pass on these obligations to such persons. You are liable to pay the Licensor all damages arising from failure to abide by these terms.
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10. Information
In case of transfer of the Software you are obliged to inform the Licensor of the name and full address of the transferee in writing. The address of the Licensor is stated in the manual and at the end of this contract.
11. Data Protection
For the purpose of customer registration and control of proper use of the programs the Licensor will store personal data of the Users in accordance with the German law on Data Protection (Bundesdatenschutzg esetz). This data may only be used for the above-mentioned purposes and will not be accessible to third parties. Upon request of the User the Licensor will at any time inform the User of the data stored with regard to him.
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12. Other
(1) This contract includes all rights and obligations of the parties. There are no other agreements. Any changes or alterations of this agreement have to be performed in writing with reference to this agreement and have to be signed by both contracting parties. This also applies to the agreement on abolition of the written form.
(2) This agreement is governed by German law. Place of jurisdiction is the competent court in Frankfurt am Main. This agreement will not be governed by the United Nations Convention on Contracts for the International Sale of Goods, the application of which is expressly excluded.
(3) If any part of this agreement is found void and unenforceable, it will not affect the validity of the balance of the agreement which shall remain valid and enforceable according to its terms.
13. Termination
This agreement shall automatically terminate upon failure by you to comply with its terms despite being given an additional period to do so. In case of termination due to the aforementioned reason, you are obliged to return the program and all documentation to the Licensor. Furthermore, upon request of Licensor you must submit written declaration that you are not in possession of any copy of the Software on data storage devices or on the computer itself.
14. Information and Notices
Should you have any questions concerning this agreement or if you desire to contact MA XON Computer for any reason and for all notications to be performed under this agreement, please write to:
MAXON Computer GmbH Max- Planck-Str. 20 D- 61381, Friedrichsdorf Germany
or for North and South America to:
MAXON Computer, Inc. 2640 Lavery Court Suite A Newbury Park, CA 91320 USA
or for the United Kingdom and Republic of Ireland to:
MAXON Computer Ltd The Old School, Greeneld Bedford MK45 5DE United Kingdom
We will also be pleased to provide you with the address of your nearest supplier.

Contents

1. Introduction....................................................................................................................................... 1
Terminology...................................................................................................................................... 2
Requirements.................................................................................................................................... 3
About Networks and C4DN .............................................................................................................. 3
2. Installation and Conguration .......................................................................................................... 7
Installing and Conguring the C4DN Ser ver..................................................................................... 7
Installing and Conguring the C4DN Clients.................................................................................... 8
User Account Basics .......................................................................................................................... 8
Personalization .................................................................................................................................8
Starting the Client Server System ..................................................................................................... 9
Quitting the Client Server System..................................................................................................... 9
Preparing Your Work ........................................................................................................................ 9
Creating projects ......................................................................................................................... 9
Using unlike (heterogeneous) networks ......................................................................................... 11
3. How To............................................................................................................................................. 15
How to Render a Scene Across the NSetwork ................................................................................ 15
How to Render a Still Image Across the Network........................................................................... 16
How to Monitor the Render Job ..................................................................................................... 18
How to Locate the Results of the Render Job ................................................................................. 18
How to Locate the Rendered Animation ........................................................................................ 19
How to Clean Things Up ................................................................................................................. 20
How to Troubleshoot When There Are No Results ......................................................................... 20
How to Update Projects.................................................................................................................. 20
How to Work with Job Priorities ..................................................................................................... 22
How to Abort Jobs .......................................................................................................................... 23
How to Work Dynamically with Clients .......................................................................................... 24
How to Troubleshoot Worst-Case Scenarios .................................................................................. 24
A C4DN client is no longer present............................................................................................ 25
The C4DN clients are running locally on computers in the network. ........................................ 25
The C4DN server is no longer present. ...................................................................................... 25
How to Administer Clients.............................................................................................................. 26
How to Administer Users ................................................................................................................ 26
How to Modif y the Web Pages ....................................................................................................... 26
General Issues ................................................................................................................................. 31
Welcome Page ................................................................................................................................ 32
Jobs Page ........................................................................................................................................ 33
Render Queue ............................................................................................................................ 33
Inactive Jobs .............................................................................................................................. 34
Create New Job.......................................................................................................................... 35
Reset Clients .............................................................................................................................. 35
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Reset Server ............................................................................................................................... 35
Details Page ....................................................................................................................................36
Result Files ................................................................................................................................. 37
Upload Page ................................................................................................................................... 38
Download Page .............................................................................................................................. 39
Clients Page ....................................................................................................................................40
Control Column ......................................................................................................................... 41
Users Page ...................................................................................................................................... 41
Console Window............................................................................................................................. 42
5. Appendices ...................................................................................................................................... 47
The Conguration Files ................................................................................................................... 47
General Rules .................................................................................................................................. 48
Sections and Variables of the client.ini File .................................................................................... 49
[settings] (Client network settings) Section ..............................................................................49
Sections and Variables of the server.ini File.................................................................................... 50
[settings] (Server network settings) Section ............................................................................. 50
[admin] Section .............................................................................................................................. 51
[user] Section .................................................................................................................................. 52
Using Plugins and Modules ............................................................................................................ 52
Installing and Conguring for Large Networks .............................................................................. 52
Security Issues ................................................................................................................................ 52
IP Addressing .................................................................................................................................. 53
TCP Port Numbers ........................................................................................................................... 54
Installing and Conguring a TCP/IP Network ................................................................................. 55
Hardware Considerations ............................................................................................................... 55
Conguring TCP/IP under Windows ............................................................................................... 56
Windows 2000/XP ..................................................................................................................... 56
Conguring TCP/IP under Mac OS ..................................................................................................56
Mac OS X ................................................................................................................................... 56
Support........................................................................................................................................... 57
Glossary .......................................................................................................................................... 59
6. Troubleshooting............................................................................................................................... 67
No Connection to the Server .......................................................................................................... 67
Port 8080 Already in Use ................................................................................................................ 67
Modules are Missing on the Server and Clients.............................................................................. 68
Only Three Clients are Rendering ................................................................................................... 68
Firewall Issues / Access Denied Messages....................................................................................... 68
Troubles Caused by ISDN Cards and Internet Software.................................................................. 70
Dynamic TCP/IP Address ................................................................................................................. 71
Inaccurate Calculations................................................................................................................... 73
Interaction With Radiosity/Caustics................................................................................................ 73
Animations are not Rendered......................................................................................................... 74
Scenes are not Rendered ................................................................................................................ 74
The Computer Freezes .................................................................................................................... 75
Switch on vir tual memory on all computers running C4DN, the more the better. ................... 75
Miscellaneous Notes ....................................................................................................................... 75
Limitations ...................................................................................................................................... 76
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INTRODUCTION 1
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Networks … the nal frontier … processing power at your ngertips to take your breath away!
CINEMA 4D NET Render answers the needs of today’s professional media production industry by providing tools that enable the highest quality computer-generated 3D graphics and animation for creation on demand and on-time delivery.
Time and cost are major considerations in the professional marketplace. Even though productions are becoming more ambitious and demanding, the time given to create these masterpieces is being constantly reduced.
One way to gain the upper hand to reduced production times is to use multiprocessor systems. Another approach is to work with computer net works. CINEMA 4D NET Render couples these technologies in a unique way.
Multiprocessor programs and network farms have been available for some time now but for many companies, let alone individuals, their cost has been prohibitivly high. CINEMA 4D NET Render is
THE alternative to expensive conventional solutions. The price of the program itself is attractive and
additional costs are minimal. Perhaps you will use an existing network. Even if you build a network from scratch you can use conventional computers that even small businesses can afford.
Developed in cooperation with the European Union, CINEMA 4D NET Render can react quickly and dynamically to meet the latest market requirements, due to the parallel nature of its individual work processes. CINEMA 4D NET Render also has unique features such as dynamic load balancing, safe recovery and hot plugin.
CINEMA 4D NET Render consists of two t ypes of applications: the server program and the client program. Usually you will have just one computer (the server) running the ser ver program and more than one computer (the clients) running the client program. The stages involved in network rendering are simple: rst you send your render jobs (i.e. the CINEMA 4D scenes that you wish to have rendered) to the server. In turn, the server passes these scenes on to the clients for rendering. Once the clients have rendered the results (animation les), they send them to the server. You in turn collect the animation les from the server.
Depending on the number of licenses you have purchased with CINEMA 4D NET Render, you are allowed to use that number of clients simultaneously with your CINEMA 4D NET Render server.
The clients are — in contrast to the server application — free. This means you can distribute and install as many clients as you want. For example, you can give clients to customers or friends so you can use their computer for rendering as well.

1. Introduction

2 INTRODUCTION
INTRODUCTION 3
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! In contrast to the clients, the server application is not free and distribution
thereof is illegal (see the End User License Agreement).
When the time comes you will nd updates and additional clients for other operating systems on our web site (www.maxon.net) in the future. We suggest you check this site on a regular basis for updates.
The intelligent server program distributes the render jobs equally accross all clients and updates the allocation at regular intervals so that the clients share the work according to their individual progress. This avoids the problem of the slowest computer forming a bottleneck in a mixed network. The intelligence of the server goes a step further: individual clients can be added to or removed from the network at any time, even while a render job is in progress. If, for example, a client is added during a render job, the server redistributes the work to include the new client.
The intelligent server provides an efcient and dynamic network. At the same time, the net trafc (i.e. the load on the network) is kept to an absolute minimum.
The clients act intelligently as well. For example, if multiprocessor systems are in use, the client program shares the task of rendering each frame among its processors and updates the allocation at regular intervals in a manner similar to the server. One very strong feature of the CINEMA 4D NET Render license is that a multiprocessor machine counts as just one seat. The license agreement refers solely to the number of computers in your network, not the number of processors.
A TCP/IP network ser ves as the basis of communication between the server program and the clients. Why have we opted for this solution? TCP/IP is manufacturer-independent, it has become more or less the standard for local and national networks and it is available on most platforms, often with direct integration in the operating system. Using CINEMA 4D NET Render over the Internet is also made very easy.

Terminology

Let’s dene some important terminology used throughout this manual:
C4DN : CINEMA 4D NET Render
C4DN server: CINEMA 4D NET Render program congured as server
C4DN client : CINEMA 4D NET Render program congured as client
server: computer from which the C4DN server was launched (not to be confused
with the le server for the network — see below)
client : computer from which a C4DN client was started
le server: server for the network (this computer’s folders and directories are
accessible from both a PC and Macintosh)
job: a CINEMA 4D scene that is to be rendered across the network
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The terminology does not consider detailed network structure. This information is not necessary for the operation of CINEMA 4D NET Render.

Requirements

functional TCP/IP network
computer with a static TCP/IP address to host the C4DN server
Internet browser (e.g. Opera, Microsoft Internet Explorer)
operating system:
– Mac OS X 10.3.4 or higher – Windows 2000 SP 1 or Windows XP
CINEMA 4D is not required but recommended (if CINEMA 4D is not
installed, CINEMA 4D les can only be rendered).

About Networks and C4DN

Both the C4DN server and the C4DN client can be launched from the same
computer. However, when there are ten or more computers in the network it is more efcient to designate one of the computers as a dedicated server.
Any modem or ISDN adapter connected to your computer will attempt to
dial out to the Internet each time the C4DN server is started. This occurs with all similar network programs that access TCP/IP. If, and only if, the modem computer also hosts the C4DN server, allocate two IP addresses to the computer — an internal address and an external address. Alternatively, install the C4DN server on a different computer — one without a modem.
The server and clients will default to por t 8080 or 1800. If another server
already uses this port, conicts will occur. You can either quit the server that is currently running or allocate an alternative port address to CINEMA 4D NET Render. Please see the Appendices for more information regarding IP addressing and TCP port numbers. Also refer to the Troubleshooting chapter.
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2 Installation
INSTALL ATION 7
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INSTALL ATION 7

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Installing and Conguring the C4DN Server
1. Decide which computer will act as the CINEMA 4D NET Render server — it does not have to be the fastest machine available. Determine the (internal) IP address for this computer and make a note of it.
This computer must have a static TCP/IP address. Some computers, especially those that access the Internet through a modem, use dynamic TCP /IP allocation; in this case we recommend that you install the C4DN server on a different computer.
Dynamic IP addressing running Windows. Static IP addressing running Windows.
2. Place the appropriate CD into the CD drive of the computer that will act as the C4DN server.
3. Start the installer from the CD. Choose ‘NET Render Server’ and follow the on-screen instructions.
4. All done. Yes … all done!
If you plan to give multiple users access to CINEMA 4D NET Render you should read the Security Issues section — look up ‘security issues’ in the index.
2. Installation and Conguration
8 INSTALL ATION
INSTALL ATION 9
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Installing and Conguring the C4DN Clients
1. Place the appropriate CD into the CD drive of a computer that will act as a client.
2. Start the installer from the CD. Choose ‘NET Render Client’ and follow the on-screen instructions.
3. Start the C4DN client and select Network Settings... from the File menu.
4. Enter the TCP/IP address (see note above) of the server (the computer which hosts the C4DN ser ver) alongside Server address, for example Server address=192.168.0.227
5. Save the le and quit the editor.
6. All done. Yes, again … all done!
The Appendices include instructions for simplifying the installation and conguration of NET Render on large networks. System administrators should read these notes carefully.

User Account Basics

Before we really start, some words about managing multiple users.
After installation only one user, with the name Administrator, is installed by default. This user has full access to all les and conguration data. As long as only one person is using CINEMA 4D this is sufcient. If there are multiple users using CINEMA 4D NET Render at the same time you will want to add individual user accounts. Every person gets a user ID and password from the administrator. This protects the users from mixing their scenes with other users and also allows you to build an Internet render service. More details can be found in ‘How to administer clients’.
In the server folder you will nd the CINEMA 4D NET Render program, its conguration le, server.ini, and also a folder called ‘user’. In this folder there will be a sub -folder for every installed user. These folders are for storing scenes and rendered pictures for each corresponding user.
By default you will nd only a single administrator folder. This is the normal folder you will use for rendering if you are a single user (and therefore the administrator). Otherwise, you must use your user folder.

Personalization

You need to personalize the program when starting the C4DN server for the rst time.
Please complete all entry boxes correctly, then click on OK. The serial number supplied with your package is valid for three months only; we will send you a nal serial number when you register your purchase. If you do not enter your nal serial number before the period expires, the server will cease to function.
INSTALL ATION 9
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Please register promptly with MA XON Computer. Only by registering will you be sent your nal serial number. Registration also entitles you to updates, support and information on future developments.
Starting the Client Server System
1. Start the C4DN server. A console window appears.
2. Start the C4DN client on all the computers you wish to use. Again, a console window appears.
This process can be carried out automatically when the computer is started. For Mac OS, place an alias to the C4DN client in System Folder / Startup Items. For Windows, place a shortcut to the C4DN client in your local Start Menu / Programs / Startup folder.
3. All done … again!
Quitting the Client Server System
To quit the clients and the server, select Close or Quit from the console window of each program.

Preparing Your Work

Creating projects
Network rendering is a largely unsupervised affair. This puts the responsibility on your shoulders to ensure that each C4DN client has access to all the data it requires.
You should always save your CINEMA 4D scenes using the menu item File > Save Project. Prior to saving, carefully check the settings in the Render Settings dialog (see the CINEMA 4D reference manual). Also, we recommend that you render the scene in the viewport — just the rst few lines will do. This will help you conrm that CINEMA 4D really can nd all the les.
When working on a CINEMA 4D scene, it is not necessary to enter a save path for the results (see below for where to nd your rendered pictures). If you have entered a le name (not a complete path) under Render Settings / Save, the results will be named in accordance with that name and not the job name. If you enter a complete path, CINEMA 4D NET Render will name the frames in accordance with the project’s name.
The Render As Editor render mode of a CINEMA 4D scene (Render Settings / General) should not be used.
If you have disabled the Cancel If Texture Error render option (Render Settings / Options), the job will be rendered to the end, even if some textures are missing.
10 INSTALLATION
INSTALL ATION 11
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In the dialog window, enter the project name under Filename (Windows) or Save as (Macintosh). A folder of the same name will be created in the location selected (see below). This is the location where CINEMA 4D saves all les relating to the project (scenes, textures, shaders, lms, etc.). The project name is used later for identifying your render job. Hence you should choose a clear, meaningful name.
There is a lename length limit of a maximum of 32 characters when saving a project for CINEMA 4D NET Render. Also, you should only use the characters A–Z, a–z, 0–9 and the underscore (underline) character. A blank space or special characters are not allowed.
You have four choices:
1. You can immediately set the save path in the dialog window to your user folder on the C4DN server — the project will be sent to this folder.
2. You can save your project locally to your hard disk, then copy the project folder to your user folder on the C4DN server (e.g. via FTP or a le server).
3. You can create a new empty job on the Jobs page. CINEMA 4D NET Render then creates an empty folder named after the job in your user folder on the ser ver. Now copy manually all project les (scene and textures) into this folder.
4. You can create a new empty job on the Jobs page. Now switch to the Details page of the job by simply clicking on its name. Use the Upload function for uploading all necessary project les (scene and textures).
Method 1 is the quickest option but method 2 has the advantage that you always have an original copy of your work on your computer. Method 4 is the only possible method when using the Internet for accessing the C4DN server.
Once all the necessary les are in a central location, you can start the render process. How this works is explained below.
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First, though, a few important words on using unlike (heterogeneous) networks.
Using unlike (heterogeneous) networks
A so-called heterogeneous network is made up of computers that do not all use the same operating system. For example, MA XON Computer’s network includes computers running Windows, Macintosh and so on. Quite a mixture!
Exactly how all these computers manage to communicate with each other is not of interest to us. What does concern us is that there is a computer, known as a le server, where all the other computers can store their data.
Different operating systems use different conventions. It is important that you are aware of this issue so that you use compatible lenames, paths, picture formats and so on.
What should (or rather must!) you be aware of when creating scenes that, for example, are going to be rendered on both Windows and Mac C4DN clients?
Do not use special characters in lenames, e.g. \ , /, #, :, @.
Avoid foreign characters such as the German umlaut in lenames. The
same applies to textures — check the names for all the textures used by your materials.
Do not use blank spaces in lenames. You can replace these with the
underscore (underline) character.
Limit the length of all lenames and texture names to a maximum of 31
characters.
Use picture sequences instead of movies for animated textures. A Mac OS
client that copes with QuickTime textures may not be able to cope at all with AVI textures.
Do not use PICT les for textures. Instead, we recommend TIFF or TARGA
les.
If there is no le server in your network, you can use your Internet browser to upload and download scenes and rendered pictures (see Upload page). This can be especially interesting in heterogeneous networks and when accessing CINEMA 4D NET Render from outside over the Internet.
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3. How To...

How to Render a Scene Across the NSetwork
You’ve prepared the job, you’ve started the C4DN server and the C4DN clients and now you’re ready to render across the network. When the C4DN server and a C4DN client are started, they have a chat. The client learns where to leave its results and the server knows who it can allocate work to.
1.Start the Internet browser for your operating system.
2.Connect to the C4DN server by typing in the IP address and port number for the C4DN server (http://192.168.0.239:8080, for example) in the Location box (where you would normally enter a URL).
Once the connection has been established, the C INEMA 4D NE T Render Welcome page appears.
If a connection is not established, please refer to the Troubleshooting chapter for possible causes.
3. Click on ENTER to enter the Jobs page. If there are multiple users congured you will see a dialog asking for your user name and password. You must type them in before you can see the Jobs page. If there is one single user (administrator) you will not see this dialog and you can enter the page directly.
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A table appears which lists all your projects in the user folder on the C4DN server. Within the individual columns of the table you will nd information about the job name and its current status (State). Your previously uploaded job (see Creating projects) should appear in the Inactive Jobs list.
4. Click on Start (under Command) in the appropriate line of your job. The job moves to the Render Queue list. The C4DN server will then automatically start the rendering.
How to Render a Still Image Across the Network
Net Render allows you to render not only animations over the network but also still images.
The still image will be broken up into a number of tiles — either 9 or 25 depending on which option you choose (more about this later). You might nd it helpful to think of each tile as being one jigsaw piece that makes up part of the picture.
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The tiles will be distributed over the network and rendered. Once the rendering is complete you will have 9 or 25 les that can be pieced together in an image editor such as Adobe Photoshop to form the still image.
However, before you network render the still image scene, you need to do a little set-up work in CINEMA 4D.
First you set up a special camera called a tiled camera. More about this later.
Next, you set up an animation. Yes, you read correctly: an animation! This is because each tile will be rendered as a frame in an animation. To render an image as 9 tiles you need to set up the scene to animate 9 frames (i.e. to render from frame 0 to frame 8). To render an image as 25 tiles you need to set up the animation to render from frame 0 to frame 24.
So how does CINEMA 4D know which part of the picture to render for each frame?
This is where the tiled camera comes in. It will automatically display the correct part of the picture (i.e. the correct tile) for each frame. At frame 0, it will display the rst tile; at frame 1, the second tile and so on.
To net render a still image:
Load the scene into CINEMA 4D.
From the Objects > Object Library menu, choose either 25 Tile Camera or 9
Tile Camera depending on whether you want the image to be rendered as 25 tiles or as nine tiles.
In the Object manager, select the tiled camera if it isn’t already selected.
From the 3D view’s Cameras > Scene Cameras menu, choose the camera’s
name to link the 3D view to the camera (‘camera9tile’ or ‘camera25tile’, depending on which object you chose).
Move and rotate the camera so it shows the view that you want rendered.
In the Object manager, select the camera’s XPresso Expression tag. In the
Attribute manager, enable the tag’s Use Tiling option.
In the render settings, set the scene to animate from frames 0-8 (if you chose
a 9-tile camera) or frames 0-24 (if you chose a 25-tile camera).
Save the scene and pass it to NET Render (see the previous section: ‘How to
render a scene across the network’.)
Once NET Render has nished rendering the tiles, load the tiles into an image
editor and piece them together to form the picture.
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How to Monitor the Render Job
You can watch the progress of your jobs if you look at the Progress column - this page refreshes automatically. As soon as the job is complete (progress = 100%) it automatically moves from the Render Queue back to the Inactive Jobs list. Now you can download the rendered data (see below).
Note:
The browser does not have to be open throughout the render process. It is used solely for controlling jobs. The render process runs independently once started.
How to Locate the Results of the Render Job
Your job has been rendered and now you want to gather the results, but where are they? In the introduction we advised you not to enter a save path in the scene. A s a good user, you heeded that advice! Look in your username folder within the user folder in the C4DN server folder. Now look for a folder called “results” in your project folder. This is where you’ll nd your rendered frames, all waiting patiently just for you. Now you can transfer the entire results project folder to the computer you are using for postproduction (e.g. for cutting, compositing, adding sound tracks, etc.). You can also see the list of rendered frames in the browser:
1. Start your Internet browser.
2. Connect to the C4DN server (enter the IP address) and enter the Jobs page.
3. Click on the appropriate job to see the Details page.
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You can use the Result Files list to load individual les onto your computer or to delete les from the results folder. To download a le or delete a le, click on the required le on the list, then click on either the Download button or the Delete the respective button.
Note:
When you click on the Download button, two things can happen. Either the chosen le will be downloaded immediately or (by default) a new Download page will open. Whichever happens depends on the value of the browsertype variable in the server.ini le. You can read more about this in the reference sec tion under Download Page and in the appendices under Sections and Variables of the server.ini File.
How to Locate the Rendered Animation
Fine, but “Where is my animation?”, you may ask. Well, CINEMA 4D NET Render renders the animation as single frames by default. Individual frames have signicant advantages for postproduction purposes. For one, this avoids problems with integrating alpha channels. Also, you will not lose picture quality as can happen with animation codec compression. If there are problems while rendering (hard drive full, missing texture, crash) you can continue the rendering later without any problems. If you use AVI or MOVIE codecs this won’t be possible.
However, you can choose an animation codec in the render settings of the scene. The server then generates a single animation out of the rendered frames provided that the server has the appropriate codec installed.
Generating a single animation consisting of frames normally uses twice the amount of hard disk space. Keep in mind that — depending on the operating system — the maximum le size is limited to 2 GB. This sets a severe limitation on the maximum animation length. If you take, for example, a resolution of 640x480 pixels and 30 frames per second, the 2 GB limit is reached after only 50 seconds of animation.
Make sure that any special codecs required by your video hardware are installed on the server; otherwise, these compressors cannot be accessed and a logical error will occur. CINEMA 4D NET Render will use the rst one that it nds – which might not be the one you want. Don’t worry, though, the individual frames which were rendered previously are preserved on the server. None of these pictures is lost. Refer to the Troubleshooting chapter to nd how to easily reassemble an animation without re-rendering every single frame.
If you want to render alpha or depth channels you are limited to one or the other because the communication between client and server is limited to sending a single frame with optional integrated channels at a time.
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How to Clean Things Up
Once a project has nished (and does not need to be rendered again), you can delete the corresponding job folders within your user folder. Alternatively, you can delete the job from within the browser by clicking on Delete (under Command) on the Jobs page. After a conrmation-prompt, the entire job with all les and folders will be deleted form the server. Always consider the advantages of making backup copies.
As a safeguard, the les are not automatically deleted af ter rendering. Be careful!
How to Troubleshoot When There Are No Results
If there were problems during the render phase the cause has to be found.
1. Start your Internet browser and go to the Jobs page.
2. Check to see if your job is still in the Render Queue. If so, the job is still running and not yet nished.
If the job seems to be taking longer to net render than it should, perhaps a colleague with higher priority has pushed a job to the front of the queue, ahead of your job. We will explain how job priority is handled in How to administer users.
3. Your job is perhaps already in the Inactive Jobs list and has the status error. If so, click on the job name to get to the Details page.
On this page you will see a detailed error text. Possible error causes include: missing textures, wrong texture names, a complete network crash, no storage space available for the results, no write permission on the server (to the CINEMA 4D NET Render folder).
Once you’ve removed the cause of the problem, star t your job again (click on Start on the Jobs page). Rendering resumes from the point at which the problem occurred — none of the previously rendered pictures will be lost.
An error in the scene le (e.g. incorrect settings, missing textures, etc.) could also be responsible for the lack of results. The following section tells you what to do if this happens.
How to Update Projects
Imagine this scenario: You forgot to add some plants to your garden scene. The render was a disaster! Or, perhaps you rendered out a preview at a resolution of 160x80 pixels, and you now want to render the nal project in full PAL or NTSC resolution. In both cases the scene needs to be edited in CINEMA 4D (either plants need to be added or the Render Preferences adjusted). But what now? Do you have to create the project again from scratch? Do you have to upload all those les (maybe 140 MB altogether) to the server again? Guess what …
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...there is a neat function ready to help in these instances, when just a few les need to be transferred to the server.
1. Start your Internet browser and go to the Jobs page.
2. Click on the name of the job that should receive the rendered le(s); this switches to the Details page.
3. Click on Upload. A new page appears.
This enables you to upload up to 10 les to your project folder.
4. Click on the Browse button and use the dialog window to select the required le. Conrm your selection by clicking on OK.
The le that you selected appears in the text box next to the Browse button.
5. Repeat step 4 until all the les to be uploaded are selected.
6. Click on the Upload button.
The les will now be uploaded into the job folder on the server.
If you want to upload more than ten les, you must repeat the upload process. You cannot upload more than ten les at a time.
7. Afterwards, go back to the Details page and delete all old frames by clicking on Clear (THIS IS IMPORTANT! otherwise nothing might happen) .
8. Now go to the Jobs page and restart the job by clicking on Start. The job will appear in the Render Queue and will be rendered again.
You can also delete individual frames from the Project Files list or download individual frames to your computer. First select the le in question from the list. To delete the le from the server, click on Delete. To download the le to your computer, click on Download.
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How to Work with Job Priorities
Suppose you have the following situation: You’ve prepared a project and now you want to render a preview. You’ve uploaded everything to the server (e.g. with the name Urgent), but you’ve just noticed that ve other previously uploaded jobs are already waiting to be rendered … You need to jump the queue so that you get the preview back today. You need to move your job to a higher position in the list.
1. Go to the Jobs page.
You can see the Render Queue. The job with the highest priority is the one at the top of the list. The priority decreases as you move down the list.
One of the jobs is already being rendered (status running) and many others are waiting for rendering (status waiting). Your newly created job is by default at the bottom of the list.
2. There are two arrow icons next to the job priority, one that points up and another that points down. You use these icons to move the job up or down the list, which will raise or lower the job’s priority accordingly.
Click on the arrow that points up which is next to your new project.
The display is updated. Notice how your job has moved up one column.
3. Keep clicking on the arrow that points up until your job reaches the desired position.
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The job that was being rendered before the priorities were changed will be stopped as soon as the new project gets a higher priority. All its clients will stop rendering and every frame in process will be aborted (for now). When the new, high priority, job is nished, the clients will continue with the previous job. Not a single frame will be lost.
As a general user (as opposed to the administrator) you can only switch priorities within your own jobs. If you're using a rendering network together with other colleagues, you should contact the render administrator to move your more urgent job above the others.
You can use the arrow that points down to allocate a lower priority to a particular job.
How to Abort Jobs
Imagine you have started to render a job but notice in the job control that you are working with the completely wrong settings (e.g. perhaps you forgot to turn on shadows). Do you have to wait patiently for the project to be rendered and then try again? Of course not! You can abort the current render job.
1. Go to the Jobs page. You will see your job in the Render Queue.
2. Click on Stop in the appropriate line.
This automatically moves your job to the Inactive Jobs list. There you can modify the job (see How to update projects) or delete it completely. As far as the server is concerned, it has nished the task and is already working on the next job.
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How to Work Dynamically with Clients
Say you started several render jobs over the weekend that use all of the computers in your rm’s network. Monday morning arrives but the rendering is still in progress and a colleague needs his or her computer back!
Although your colleague could use the computer even while it renders (other applications can run parallel to the render task), rendering is a processor-intensive task. If your colleague wants to use an application that is also processor-intensive (e.g. a spreadsheet or a graphics program), the computer may become frustratingly slow to use.
Losing just one client is of no great consequence if you have plenty of computers in the network. CINEMA 4D NET Render allows you to remove clients from the network at any time. Clients can also be added to the network as required.
To remove a computer from the render network, simply quit the client program on that computer (menu File / Quit).
The client will ask you to conrm that you wish to quit. If you proceed to quit, the frame that the client was rendering is lost, but this frame will be rendered later by another client. This method enables clients to be removed immediately from the network.
You will not immediately see the correct client number on the Clients page if you are starting additional clients or closing clients. The update takes about one minute because the C4DN server has to check if the TCP/IP link is just dead or if a running client has really left the rendering network.
If you try to quit the C4DN server in the middle of a render job, the clients keep on rendering their local job (in frame sequence) and will save the rendered frames locally on the client’s hard drive until either the local job is nished or the hard drive is full. After that they stop working.
The clients will receive new local jobs when the C4DN server is started again. But before that, the C4DN server will collect all previously rendered and locally stored les from all clients in the network.
The C4DN server distributes the work optimally so that none of the C4DN clients are left idle. All clients are kept busy. However, a new job will not be started until the old one is nished.
How to Troubleshoot Worst- Case Scenarios
We won’t ask you to imagine yourself in the following situation. Instead, pretend it’s all happening at a rival studio: the cleaning lady is tidying up around the ofce one evening and she can’t nd an empty socket for the vacuum cleaner, so she pulls out a plug and in one fell swoop the server or a client disappears from the render network. Power-cuts, operating system crashes and the like have reduced many a grown man or woman to tears.
CINEMA 4D NET Render takes a number of precautions to minimize your loss in these worst- case scenarios so, with luck, your handkerchiefs and tissues will only be used for tears of joy. Let’s take a closer look at what else can happen (to your rival studio, of course).
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A C4DN client is no longer present.
If a client is removed suddenly, the frame that the client was rendering is lost. However, the server will recognize that the client has been lost and that the client is unable to nish rendering the frames it was allocated. The server then distributes the task of rendering these frames to other clients. The end result is that not a single frame is missing from the animation. Only a minimal amount of time was “wasted” on the one frame that was lost since it had to be rendered again by another client.
The C4DN clients are running locally on computers in the network.
The C4DN server is no longer present.
The sudden loss of the ser ver is traditionally the worst thing that can happen to a network, yet CINEMA 4D is again able to minimize the damage. If the server is lost, the clients simply continue to render their frames. The clients save these frames in their local results folder. This process continues until either the job is nished or until there is no free space on the local hard drive(s).
If the server is restarted, it remembers that a job was in progress before its untimely departure. The server checks to see which frames are missing and then fetches all the frames that were stored on the clients during its absence. If the job is still incomplete, the server redistributes the remainder of the job. If the job is done, the server begins the next job. So if the server does go down, no frames are lost. The real loss is one of time (suppose the server were to crashe while you were away on holiday …).
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How to Administer Clients
Clicking on Clients takes you into the client control. Depending on your access rights you will see all clients (administrator) or only some of them. The main use of the client control is to monitor all the computers working on the render job. In terms of administration, there is little to be controlled here. But this page is very useful for a live view of what is happening in the network and how fast the clients are.
The table contains important information about the progress of the render job. Details are given in the Clients page section.
How to Administer Users
Only the administrator is able to congure new users or delete old ones. If you are a normal user and you want to change your name or password you should contact the administrator. If you are an administrator please look in the Users Page section in the Reference for details.
How to Modify the Web Pages
The web pages of CINEMA 4D NET Render are so simple that you can easily change them according to your taste. You can do this by either modifying the HTML code manually or using a dedicated program like GoLive or Dreamweaver. This is more interesting if you want to install an Internet Rendering Service with your own look and feel.
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You can change the graphical elements or place additional elements. Also you can use frames. But you have to be aware of the following. At some places in the HTML code there are variables hidden in comments. CINEMA 4D NET Render replaces them automatically with the appropriate data when the page is accessed. Look at the HTML code for the table of current clients:
<TABLE BGCOLOR=BLACK BORDER=1> <TR> <TH ALIGN=RIGHT> <FONT COLOR=WHITE>No. </TH> <TH ALIGN=LEFT> <FONT COLOR=WHITE>Client </TH> <TH ALIGN=LEFT> <FONT COLOR=WHITE>Info </TH> <TH ALIGN=CENTER><FONT COLOR=WHITE>State </TH> <TH ALIGN=LEFT> <FONT COLOR=WHITE>Job Name </TH> <TH ALIGN=LEFT> <FONT COLOR=WHITE>Job Owner</TH> <TH ALIGN=CENTER><FONT COLOR=WHITE>To Do </TH> <TH ALIGN=CENTER><FONT COLOR=WHITE>Frame </TH> <TH ALIGN=CENTER><FONT COLOR=WHITE>Image </TH> <!— clientlist —> </TR>
</TABLE>
You will see that the comment <!— clientlist —> contains the variable name ‘clientlist’. This variable will be replaced by the real table data while running CINEMA 4D NET Render.
If you delete this comment you will only see the headline of the table but no entries. Always make changes on backup copies of the original les!
Alternatively you can copy this comment to other places on the page. Then you will see the table data at several positions on the page.
4 Reference
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4. Reference

As previously mentioned, CINEMA 4D NET Render is controlled via HTML. One advantage of using HTML is that it is platform-independent. A further advantage is that HTML makes it possible to access the render network from home (or from anywhere else in the world, for that matter) via the Internet. In the previous chapter we introduced you to the functionality and operation of CINEMA 4D NET Render with the help of case scenarios. In the following pages you will nd a short description of all functions on each HTML page, making this section a good reference tool.

General Issues

The site structure of the CINEMA 4D NET Render server is very simple and clearly arranged to give you easy access. On all pages you will nd the name of the page in the title bar. Below you will nd links for all other pages available, so that you can jump to them directly.
The administrator has additional access to the User page. In the following you will get a description of all pages in detail.
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Welcome Page

You will see this page every time you access the server for the rst time. If you nd this page annoying just use bookmarks to jump directly to one of the sub pages.
If you click on the ABOUT link you will see copyright information for CINEMA 4D NET Render and MA XON Computer's contact information. To login to the server, either click on the CINEMA 4D NET Render logo (the ball in the center of the page) or click on the ENTER link. Depending on your conguration there are two different login processes:
1. There is only one user congured — the administrator (default) — without a password. You will then be brought to the Jobs page directly.
2. You have congured multiple users and want to login as the administrator or one of the users. A dialog will open and ask you for the user name and password. If you enter the correct data you will then see the Jobs page.
Your browser will normally keep this login information in memory so you do not have to type it in again and again when accessing other pages. If you quit your browser and start it again you will have to re-enter the information, for security reasons.
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Jobs Page

Here you can control all the jobs waiting to be rendered. Among other things, the Jobs page can be used to add new jobs manually, allocate priorities or have a specic job displayed.
This page will be refreshed automatically every few seconds (see The conguration le for details).
In the upper part of the window detailed information about the project is shown.
Render Queue
The table shows a list of all jobs on the ser ver that are currently being rendered or waiting. You can compare the functionality of this section with the printer spooler of your operating system. There you can also start, stop or delete print jobs.
If any error occurs during rendering the job will be stopped and moved from the Render Queue into the Inactive Jobs list where you can manually inspect the job and check what has gone wrong.
Priority displays a number allocated to each job. The jobs are processed one after the other, starting
with the job whose priority is 1.
You can use the arrow buttons to the right of the priority number to change the sequence in which the jobs should be rendered. You can move a job up or down the list. The job at the top of the list will be rendered rst, and the job at the bottom of the list will be rendered last.
If you move a job that is currently being rendered (the one with State set to running) down, the rendering will stop immediately. All frames currently being rendered by clients will be lost but all previously nished frames will be kept.
If the rendering starts again (either because of a changed priority or because it moves to the top of the queue) only the missing frames will be rendered.
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Name denes the name of the job. Clicking here takes you to a specic control page for the job (see Details page).
Owner displays the name of the user to which the job belongs. If you are logged in as a normal user you will see only your jobs. Only if you are administrator will you see all jobs of all users.
State denes the status of the current job. The possible states are:
State Meaning
waiting The job is waiting to be rendered. running The job is currently being rendered.
Progress displays a value between 0% and 100% showing how much of the total scene has been rendered so far. A value of 100% means that the rendering is complete and the job will automatically be moved to the Inactive Jobs list (see below).
Command If you want to remove a job from the render queue temporarily or permanently simply click on Stop. The job will then be moved to the Inactive Jobs list. Of course you can at any time place it back in the render queue. Only if you delete a job will it nally disappear from all lists and the data will be deleted from the server.
Inactive Jobs
Here you can dene new jobs, prepare them (uploading the scene le and all necessary textures) and download the frames of a nished job.
If an error occurs during rendering, the job will be stopped immediately. It will be moved from the Render Queue to the Inactive Jobs list. There, by clicking on the name of the job, you can take a detailed look at what has been done.
Name see above.
Owner see above.
State denes the status of the current job. The possible states are:
State Meaning
– – – Nothing special happened. error An error occurred during the job.
Progress see above.
Command Click on Start to move the job to the Render Queue. It will appear at the end of the list.
Click on Clear to kill all previously rendered frames. This is useful when the job had an error while rendering or if you want to re-render the scene with modied render settings.
If you click on Delete you will physically remove a job from the server. In this case all scene data (scene, textures, etc.) and all rendered results will be deleted irretrievably. Of course you will be given the chance to change your mind rst.
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Create New Job
Below the list you will nd a text eld where you can enter the name of a new job. After clicking on Create New Job you will get a new job with this name in the Inactive Job list. You then need to ll this in with the scene to be rendered.
To do this, you must either have direct network access to your user folder on the server and you copy your scene directly into the appropriate sub-folder named after the job or you click on the job name and enter the Details page. There you can upload the les manually.
The same restrictions for user names apply for naming jobs because the job name will be used for naming the job folder. There is a limit of maximum 31 characters. You are allowed only to use the characters A–Z, a–z, 0 –9 and the underscore (underline) character. A blank space or special characters are not allowed.
Reset Clients
Anyone with administrator privileges can use this option to restart all clients. This is useful if, for example, a plugin wasn’t install at some point within the network. This saves you from having to actually go to that particular station to remedy the problem.
Reset Server
Anyone with administrator privileges can, if necessar y, restart the server using this option
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Details Page

Clicking on a job name in the job list (see above) takes you to the job control. This is where you can control a specic job. Among other things you can monitor the render progress, transfer les individually or, in case of an error, check the error message(s) to nd the cause.
Detailed information about the job is shown at the top of the page.
Project Files
This list will show you all les on the server that belong to the job. To look at or save a le (e.g. a texture), select the entry in the list (click on the name) and click on the Download button.
When you click on the Download button, two things can happen. Either the chosen le will be downloaded immediately or (by default) a new Download page will open. Which of these happens depends on the value of the browsertype variable in the server.ini le. You can read more about this in the reference section under Download page and in the appendices under Sections and Variables of the server.ini File.
To delete a specic le from the server (e.g. a tex ture that is no longer required), select the entry in the list (hold down the left mouse button and click on the name), then click on the Delete button.
You can add missing les manually by clicking on Upload (see Upload page).
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Result Files
All rendered frames are collected by the ser ver and will be displayed here. Since this page does not refresh automatically you should click on Refresh/Reload from time to time to see the actual list of les.
To look at or save a rendered frame, select the entry in the list (hold down the left mouse button and click on the name) and then click on the Download button.
When you click on the Download button, two things can happen. Either the chosen le will be downloaded immediately or (by default) a new Download page will open up. Which of these happens depends on the value of the browsertype variable in the server.ini le. You can read more about this in the reference section under Download page and in the appendices under Sections and Variables of the server.ini File.
To delete a specic frame from the server, select the entry in the list (hold down the left mouse button and click on the name), then click on the Delete button.
To delete all frames from the server click on Clear on the Jobs page.
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Upload Page

This page lets you transfer up to ten les at a time to the current job. This is useful, for example, if you have forgotten a texture or if you have edited the scene since last uploading it. This is the only way to send data to the server if you are accessing the ser ver over the Internet .
You can select a le in one of two ways:
1. Enter the location and the lename directly in the text eld.
2. Click on the Browse button. A le selection window opens. Select the le, then leave the dialog by clicking on OK (or Open, or the prompt the operating system you are using provides).
3. You can start the upload process by clicking on the Upload button.
If you wish to upload more than 10 les, you must repeat the upload process. It is not possible to upload more than 10 les at a time.
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Download Page

During our work with the many different Internet browsers, we’ve learned that some programs do not adhere very closely to the dened HTML standards; when downloading les from lists, for example. It’s different from browser to browser and operating system to operating system. Due to this behavior we’ve dened a special variable in the server.ini le (see appendices). If the variable browsertype is set to 1, a le will be downloaded directly from the Result Files list. If this variable is set to 0 (Zero), a new page appears – the Download page.
On this page, all les from the results folder of the active job are listed. It’s a list made out of simple HTML references (links). In addition you can see the size of each le in bytes. To download a le into your browser, simply click on a link. As an alternative you can use the browser’s Save Link As command. (Read more about this in the documentation that comes with your browser.) By default, the Download page will be “forced” to open, meaning the variable browsertype is set to 0.
It is recommended that you change the variable to 1 only if you are not using Microsoft’s Internet Explorer. However, if you encounter problems, switch the variable back to 0.
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Clients Page

This page contains detailed information about the clients installed in the render network. As with the Jobs page the administrator sees all clients but a normal user sees only the clients he is allowed to use.
This page will be refreshed automatically ever y few seconds (see The conguration le for details).
No. is a number that was assigned automatically to the client (the client started rst gets number 1
and so on).
Client contains the client’s TCP/IP address.
Info contains optional information about the client, for example the name of the computer the client
is running on.
State describes the current status of the client. The following states are possible:
State Meaning
waiting The job is waiting to be rendered. running The job is currently being rendered. error An error occurred during the job.
Job Name is the name for the CINEMA 4D scene.
Job Owner species the name of the user who controls the job.
To Do species the range of frames that the C4DN server has asked the C4DN client to render.
Frame is the number of the frame currently being rendered by the client.
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Image shows you an image of the frame that the client is rendering. This preview is updated at regular, frequent intervals rather than constantly, in order to reduce the strain on the network.
Control Column
The “Reset” button lets you restart that particular client. This is useful if, for example, a plugin wasn’t installed at some point within the network. This saves you from having to actually go to that particular station to remedy the problem.

Users Page

Only if you have administrator status can you go to the Users page. There you will see all congured users in a list. The list also displays additional information such as passwords and priorities.
To create a new user, rst enter the user’s name into the text eld below the users list (to the left of Create New User). Make sure that this name is unique (not already a known user). Then click on the Create New User button. This works in a similar way to creating a new, empty job.
The same limitations apply here as for job names. There is a username length limit of 31 characters. You should also only use the characters a–z, A–Z, 0–9 and the underscore (underline) character. A blank space or special characters are not permitted.
You can delete a user at any time by clicking on Delete in the Command column.
If you click on the user Name you can change the account data:
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Administrator Shows if the user has extended rights (yes—checked) (e.g. for deleting other users) or if the user is just a normal user (no —unchecked).
Password You should always use a unique password and communicate it to the user using a safe method (verbally, by FAX, encrypted email).
Priority Here you can give users different priorities according to how quickly their jobs should move to the front of the queue (do not confuse this with the priority of user jobs). Users with a high priority are preferred to users with a low priority and therefore have their work rendered more swiftly. You can choose any value between 0 (lowest priority) and 100 (highest priority). By default the administrator has a value of 100 and every user a value of 50.
When installing an Internet rendering service you could for example congure the priority according to the basic payment. Users paying a premium would be allocated a higher priority and would receive their work more quickly.
Info Here you can specify additional data for your own reference, for example; info=My best paying client.
You cannot change the user name at a later point. If this should become necessary, though, simply create a new user with the new name and delete the old one.
You should read the Security Issues section carefully when conguring multiple users - look up ‘security issues’ in the index.

Console Window

This window appears when starting CINEMA 4D NET Render. From the File menu you can edit your Network Settings and view the installed plugins. In the window you will see several messages; the progress of the ac tual scene the user is rendering, for example. This window is used mainly for checking if the program is running after being installed. A s a rule, you should use your web browser for checking jobs and clients because it is much easier and more information is made available.
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5 Appendices
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5. Appendices

The Conguration Files
These impor tant les, named ser ver.ini or client.ini, are for the manual conguration of CINEMA 4D NET Render. For the server, the les may contain additional data about all congured users. The conguration les are ASCII text les and can be opened easily with any text editor. Do not use an ofce application like Word because it normally destroys the original le by converting it into its own le format. Notepad for Windows or TextEdit for Mac should be sufcient for editng these les. The easiest way to make changes to the server.ini or the client.ini les is via the Network Settings in the C4DN console.
The structure of the conguration les is similar to that of the .INI les from Windows and should be easy to understand. The documents are divided into several sections. Each section starts with a name in square brackets, for example [settings] followed by the data section. In each line you can set variables. Comments start with a semicolon.
If there is an error in the le, CINEMA 4D NET Render shows an alert box with the line number where the error is located.
This is an example for the client.ini le:
; Client Settings
[settings] serveraddress = 192.168.0.227 serverport = 8080 password = maxon priority = 1
clientaddress = 0 clientport = 1800 clientinfo = "ZZ's Dungeon"
server.ini has additional information about congured users. An example could look like this:
; Server Settings
[settings] serveraddress = 0 serverport = 8080 password = maxon
refreshtime = 20 timeout = 60 clearpics = 0 showalljobs = 0 browsertype = 0
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; User Management
[admin] name = Administrator password = Hello_Password info = "Programmer" priority = 100
[user] name = Guest password = info = "Test Account" priority = 0
[user] name = pablo_picasso password = paloma info = "Artist" priority = 50
In this example there are multiple sections. You can see that there is an administrator account as well as two additional user accounts with the name Guest and pablo_picasso. The user Guest has no password at all and therefore can be accessed by everybody; logically this user is given the lowest priority possible!
On the following pages you will get a detailed explanation of every section.

General Rules

comments start with a semicolon
you can dene only one section or variable per line
use the ‘=’ operator to assign a value to a variable
you can assign text directly to a variable. You only need to enclose text in
double quotes if you want to use blank spaces for separation of words. Example name=test_user but name="test user"
unless otherwise stated, all sections and entries are required
the order of the variables within a section as well as the order of the sections
is not important
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Sections and Variables of the client.ini File
[settings] (Client network settings) Section
In this section you can specify the TCP/IP information.
serveraddress (Server address) – Species the TCP/IP address of the computer running the C4DN server so the client knows where the server is located.
This is normally the only value you will have to congure manually.
serverport (Server port) – Species the port number of the computer running the C4DN server. A default of 8080 is used.
password (Password) – This is a security measure. Only if the server and client passwords match will the ser ver send data to the client to be rendered. The default is ‘maxon’. You will nd further information in the ser ver.ini appendices in the following chapter.
clientaddress (Client address) – Species the TCP/IP address of the computer running the client. Normally the Client is congured to react to all messages and therefore the default value is 0 (use all addresses). But if you have multiple TCP/IP addresses installed on your local machine you can instead specif y a particular address. The C4DN Client then ignores messages from other addresses.
clientport (Client port) – As soon as you want to have multiple clients running at the same time on one machine you have to give them individual port numbers so they do not inter fere with each other. You could, for example, use the numbers 1800, 1801 and 1802 if using three clients on a single machine. If you want to additionally run the server application, the port number of the clients must be different from the server’s por t number.
Normally you should not start multiple clients on a single computer because this lowers overall performance.
If you have a server machine with multiple CPUs and Windows running on it you can optimize overall performance by assigning a single application to specied processors by using the Task Manager; for example Server = CPU 0 and Client = CPU 1, .
clientinfo (Client information) – Here you can specif y additional information about the client, for example the name of the computer the client is running on.
priority (Adapt thread priority) – If the client is behaving strangely, try enabling this option. This may, in rare instances, be necessary.
More entries are not necessary for a client.
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Sections and Variables of the server.ini File
[settings] (Server network settings) Section
In this section you can specify the TCP/IP information.
serveraddress (TCP/ IP address) – Species the TCP/IP address to which the C4DN server listens. Normally it reacts to messages from all addresses. Therefore the default value is 0 (=all addresses). If the computer has multiple TCP/IP addresses you can assign a specic one. The C4DN server will then ignore messages from other addresses.
serverport (Port) – Species the port number of the computer running the C4DN server. The default value is 8080.
password (Password) – This is a security measure. Only if the password of the server and of the client match, will the server send data to be rendered to the client. The default password is “maxon”. You may want to set a password if you want to prevent anyone from having access to your les. Imagine you receive a condential project from a customer; if someone knows your server's IP address a client simply has to be started with this address and the server will start uploading the scene and tex tures onto that computer as soon as the job is ready to be rendered.
refreshtime (Refresh time in seconds) – Some pages (Jobs page, Clients page) have an automatic refresh to show you current project information. If you nd the time between refreshes too short or too long just change this value manually. Enter the time between refreshes in seconds.
If you do not want to have an automatic refresh at all enter 0. Then you will have to refresh manually by clicking on your browser’s Refresh or Reload button.
timeout (Timeout in seconds) – From time to time the server checks to see if all clients logged in are still part of the network. The timeout value allows the server to detect inactive clients; if timeout seconds have passed without the client responding to the server, the client will be considered disconnected and removed from the clients list. Frames that still need to be rendered will be distributed amongst the other clients. Possible reasons for the absence of a client could be a network failure or just that the client has quit. The default for timeout is 60 seconds.
clearpics (Delete pictures after assembling) – As described in the How to… section you can render ready-to - use animations under cer tain circumstances. With the clearpics option you can decide whether a previously rendered sequence of frames should be deleted after the nished animation is compiled (enter 1) or not (enter 0). The default is 0; the pictures will not be deleted automatically.
You will need twice as much free space on your hard disk (space for the individual frames and for the complete animation) if you create a ready-to -use animation because the frames will only be deleted after the task is complete.
showalljobs (Show all jobs) – Usually, a user only sees his own jobs – assuming he is not the administrator. If the value of this variable is set to 1 all users will see all jobs. By doing this you may get a better idea of how long it will take before your own job is rendered. The default value is 0; only the administrator sees all jobs of all users.
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This is for monitoring purposes only. As a normal user you can only affect your own jobs (e.g. stop the processing, delete them, rearrange them etc.) not the jobs of other users.
browsertype (Browser supports direct image download) – This variable can have two values. If it is set to 0 (the default), when you click on the download button on a job’s details page, a separate download page will appear. If it is set to 1, all les will be downloaded into the browser directly from the result les list.
It is recommended that you set this variable to 1 only if you are not working with Microsoft’s Internet Explorer. Switch it back to 0 whenever you encounter problems with downloading.
[admin] Section
This section denes the administrator account. This section needs to be there at least once because running CINEMA 4D NET Render without any administrator makes no sense.
name – The unique user name of the administrator.
The user name will be used for naming the user’s folder. It should contain a maximum of 31 characters. You are allowed to only use the characters A–Z, a–z, 0–9 and the underscore (underline) character. A blank space or special characters are not permitted.
password (optional) – The encrypted password for the administrator. After installation the administrator has no password. therefor, without any login (=entry of user name and password) from the start page you will proceed directly to the job page. If you have multiple users installed you should immediately congure a password for the administrator account to protect it. You can do this from the Users page if you have started the C4DN server. Every user then must log in with user name and password in order to access his or her user folder.
info (optional) – Here you can specify additional data for your own needs, for example info="My best paying user". This information will be displayed on the user administration’s web page.
priority (optional) – Here you can give users different render priorities (do not mix this up with the priority of user jobs). Jobs for users with a high priority are rendered prior to jobs for users with a low priority and therefore ef fectively get rendered more quickly. You can choose any value between 0 (lowest priority) and 100 (highest priority). By default the administrator has a value of 100 and every user a value of 50.
When installing an Internet rendering service you could for example congure priorities according to what each customer is paying. Users paying a premium would be allocated a higher priority and would receive their work more quickly. But if you do not have any additional users congured except for the administrator you should not have to worry about this value.
[user] Section
This section is for conguring an additional user so you can have multiple user sections.
You can congure this data much more easily by using a browser and accessing the user administration web page.
name, password, info, priority – These variables are identical to those described in the [admin] section. The only difference is that they are for the specied user.
Using Plugins and Modules
In contrast to textures and shaders, plugins and modules are not automatically distributed to the clients. If a scene needs a special plugin or module you have to install this plugin or module manually on all clients. Make a new plugins or modules folder for each client in the client folder and copy the plugin or module into the appropriate folder.
Please read the plugin or module license agreement carefully and contact the plugin or module publisher if you need multiple licenses for use with CINEMA 4D NET Render.
Installing and Conguring for Large Networks
If your network has a le server, you can simplify the installation process. Simply copy the CINEMA 4D NET Render folder to a directory on the le server.
The C4DN server and C4DN clients can be allocated to as many other
computers as you like.
Each client (including any modules used in the scene) must be installed on its own computer and started from that location. Do not start the clients from the le ser ver.
For heterogeneous (unlike) networks it is best to create separate CINEMA 4D NET Render folders for each operating system (Windows, Mac OS).
The network’s le ser ver is not related to the C4DN server. CINEMA 4D NET Render will function even without an installed le server.

Security Issues

If you are system administrator (not the CINEMA 4D NET Render administrator) and if you are installing the access privileges and user accounts on the le server you should give each user full access only to his own CINEMA 4D NET Render user folder.
Under no circumstances should a user be able to access the le named server.ini from the server folder because he will nd there all user IDs and passwords. Use of unauthorized access in local networks causes headaches at the most, but when connecting CINEMA 4D NET Render to the Internet you must be aware of these important security issues.
It is best that you give access only for the user folder and hide and protect all other folders — mainly the ser ver folder — from user access. This is very important if using CINEMA 4D NET Render in conjunction with the Internet. Additionally, you should always congure passwords for all users. User access without password is hard to control.
CINEMA 4D NET Render is not able to create and control user accounts on the le server for you because this depends on the operating system and network conguration.
IP Addressing
An IP address is a 32- bit number stored in four bytes (4 * 1 byte = 4 * 8 bits = 32 bits). It is usually displayed as four decimal numbers separated by periods (full stops). Each values can, in theory, contain a value between 0 and 255. In practice, though, the numbers 0 and 255 are generally reserved for special purposes, so all in all, 254 values are available.
For IP classication purposes, networks are divided into ve classes (A, B, C, D and E) depending on the size of the network and the number of computers connected:
Class A networks have the subnet mask 255.0.0.0.
This supports up to 254 networks with a maximum of 16,387,064 computers per network.
Class B networks have the subnet mask 255.255.0.0.
This supports up to 64,516 networks with a maximum of 64,516 computers per network.
Class C networks have the subnet mask 255.255.255.0.
This supports up to 16,387,064 networks with a maximum of 254 computers per network.
These values are theoretical maximums. Some IP addresses are reserved for special tasks. Numbers that begin with 192.168.xxx.yyy belong to a special block that does not occur in the real Internet. All IP numbers beginning with these digits are ltered out by the routers and ignored. Numbers beginning with 192.168 are for networks with a gateway (a computer that interfaces between the company’s internal and external TCP/IP network). This gives you the freedom to install a class B or several class C networks within your company. Each computer has a further special IP address: 127.0.0.1 which is specic to itself. This address is often termed a ‘localhost’.
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Usually your Internet ser vice provider allocates you explicit IP addresses. These are addresses that can identify your computer unambiguously across the Internet. These addresses play a secondary role in an intranet and are only of interest to the gateway computer, the so-called gate to the world. As a rule, this gateway has more than one IP address (at least one internal IP address in addition to the external address). For more information check related literature under the terms multi-homing, gateways or rewall.

TCP Port Numbers

One might think that all you need is a globally explicit IP telephone number. Well yes, but …
Thanks to multitasking, computers these days are now in a position to send and receive data on more than one Internet connection. Without some form of control the data packets would mix. For this reason the control information for a TCP data packet also contains a reference to a port.
Ports are not physical connections to the computer. Rather, ports are simply numbers ranging from 0– 65535. Each computer eavesdrops on behalf of the ports for their port numbers in the network. Only when the rst data packet with a recognized port number shows up will communication be sent directly to the port in question.
Two computers can only then have several conversations at once if each conversation has its own port number (the port number is included in the TCP packets). Without ports you wouldn’t be able to have an FTP download running on your machine at the same time you browse the web via HT TP.
Some port numbers are reserved for specic uses. These port numbers are often termed well-known ports. Some of the well-known ports are listed in the table below.
If you nd that a standard port number is already in use, you need to nd an alternative. You should never use a value less than 1024 as the alternative port — always use values greater than 1023. The rst alternative value for web servers is port 8080. You need to add the port to the IP address when you type it in the browser’s Location box. The por t is separated from the IP address by a colon. For example, a valid entry could read: 192.168.0.144:8080
You can nd more information on this in the Troubleshooting chapter.
Port Description
20 FTP Server (Data) 21 FTP Server 23 Telnet Server 25 Mail Server 53 DNS Server (Domain Name Service) 80 Web Server 110 POP3 Server 119 News Server 6667 IRC (Internet Relay Chat)
With CINEMA 4D NET Render, the communication is at port 8080. Thus, in the browser always enter the port in the form of ‘x xx.x xx.xxx.xxx:8080’.
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Problems can arise if another web server is running on one of the computers in the render farm. For example, installing Microsoft Frontpage always installs a web server (i.e. the Microsoft Personal Web Server). You can read how to overcome this scenario in the Troubleshooting chapter.
The combination of the IP address and the TCP port number is referred to as the Socket. The two parts are separated by a colon, e.g. 192.168.0.144:8080. A socket represents a unique TCP/IP address, whereas an IP address itself is insufcient. The port number does not need to be entered for the well- known ports (see above), but it is present in the TCP/IP packets themselves. Computers always send sockets to each other. These sockets use a programming concept that is also found in the Winsock DLLs under Windows. These Libraries are very important for TCP/IP running under Windows and they tend to be susceptible to manipulation. You’ll nd more about that in the Troubleshooting chapter.
Installing and Conguring a TCP/IP Network
Although the installation of CINEMA 4D NET Render is pretty straightforward, the reality is that some users will not be able to set up CINEMA 4D NET Render by themselves. This will probably have nothing to do with CINEMA 4D NET Render — setting up TCP/IP is not easy. In order to give you some assistance in this difcult area, here is an attempt at a very basic rundown of creating a TCP/IP Ethernet based network that doesn’t connect to the Internet. But, please, if you continue to experience problems talk to a network expert or your network administrator — we cannot give support for networking in general.
Almost ever y TCP/IP network starts out the same … and, once you start, they go in wildly different directions. The more machines you add and the more different types of machines on the network, the uglier it gets.
The following explanation covers a basic setup of a TCP/IP network. It is very general and may not cover all situations. This does not cover setting up a network that is connected to the Internet. Such a network is beyond the scope of this document.

Hardware Considerations

You will need a TCP/IP network. Most are based on Ethernet, for which there are many types of installation possibilities (nowadays the most common are 10BaseT, 100BaseT and 10Base2). Typically, to install an Ethernet network you will need one Ethernet card per computer and, for 10/100BaseT, an Ethernet hub with a minimum of one port per computer. You will also need Cat-5 standard cables for 10/100BaseT or Thinnet cabling for 10Base2.
Install the Ethernet cards, one per computer (please refer to the instructions that come with the cards). Plug one end of a Cat-5 cable into the Ethernet card and the other end into the Ethernet hub. Repeat this procedure for each machine. Number your computers from 1 to x where ‘x’ is the number of machines you will connect. Which machine gets which number is not important but write this down, you’ll need it later.
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Some Macintosh computers come with built-in Ethernet, so connecting them is all you have to do.
If you want to connect only two computers there’s no need for a hub. You have to buy a special cross cable from your hardware dealer. Just plug this cable into the Ethernet cards.
Conguring TCP/IP under Windows
Windows 2000/XP
In Windows 2000 /XP; go to Control Panel / Network Connections or Control Panel / Network and Dialup Connec tions. (If this is missing refer to the Windows 2000/ XP documentation or go to Microsoft’s website at ww w.microsoft.com for help.)
Go to your Local area connection and select Properties. Select the TCP/IP protocol from the list. If the TCP/IP protocol is missing from the list refer to the Windows documentation on how to install this protocol.
Firstly, check use the following IP address. Subsequently, set the IP address to 192.168.0.x where ‘x’ is the number of the machine at which you’re working. You wrote the number down earlier, didn’t you? Set the subnet mask to 255.255.255.0.
Click on OK until you’re back on your Windows desktop.
Conguring TCP/IP under Mac OS
Mac OS X
On Mac OS X go to System Preferences and select Network. In the Network preferences choose show: Built- in Ethernet. Below, choose Congure Manually.
Set the IP address to 192.168.0.x where ‘x’ is the number of the machine at which you’re working. You wrote the number down earlier, right? Set the subnet mask to 255.255.255.0.
Click Apply. This should give you a functioning Ethernet-based TCP/IP network. Please remember that the above instructions are meant to serve as a very basic guide; if you have any difculties, please contact a local networking consultant as the intricacies of a TCP/IP network are far beyond the scope of these instructions.
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Support

What if neither the manual nor your own tests can resolve a problem? It’s time to contact the Technical Support department. MAXON Computer will be more than happy to help you solve your problems. We would like to help you as effectively as possible, so please try to follow these guidelines:
Please contact MAXON Computer in writing, preferably by email.
Even though you can reach us on the phone, programs as complex as CINEMA 4D NET Render can rarely be solved over the phone in a matter of minutes … and Murphy’s Law (If something can go wrong it will) dictates that our telephone lines will be busy just when you happen to call. If our lines are busy, please bear with us - we will take your call as soon as possible.
Please keep suggestions or orders separate from support questions, otherwise
your inquiry is likely to disappear in one of our departments.
One reason why this might happen is that we must keep a copy of your order for tax purposes. Once your order has been processed, the paperwork is promptly led away and is next seen by the auditor.
If you send us a fax, we will answer it as quickly as we can.
We deal with support questions on a rst-come, rst-served basis. We work hard to ensure that you, our customer, receive a speedy and efcient support service.
Please include your telephone number and times when you can be reached
at that number.
Sometimes we need to ask you for further information.
Please include your serial number and program version number.
You can nd these in the CINEMA 4D About/Info dialog.
Please list your hardware conguration.
“I have a Macintosh/ PC” is not enough information.
Please tell us about any system update or new hardware drivers that you may have installed.
If you have Internet access, please use the support form on our web site.
Please send us sample scenes if possible.
“The program doesn’t work”. We cannot possibly solve the problem based on this information alone. After all, we have tested CINEMA 4D NET Render extensively without encountering problems.
Please reduce the size of your sample scenes as much as possible.
If, for example, the problem only occurs on the hubcap of a car model, the rest of the car model will be of no use to us. Please delete all information in the scene that is not relevant to demonstrate the problem. By simplifying the scene you help us to identify the problem more quickly.
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Please include specic details on the procedure you have tried (but please
don’t write a ten-page novel — oh, it’s been done!).
I created an object and then I went into the raytracer and … (see above).
Please include render ed pic tures and/or scree n shots if they help to
demonstrate the problem.
Please describe which settings you used in any relevant settings windows.
Please tell us which programs or system extensions you have running at the
same time as CINEMA 4D.
Error messages usually appear if the program crashes. Please tell us what
the exact message was.
Windows lists many details in addition to the program error report. These extra details are about as helpful as the famous Macintosh error: “The application unknown has unexpectedly quit because an error of type 1 has occurred”.
If you have Internet access, please look for the solution in the Frequently
Asked Questions (FAQ). Chances are you’ll nd the answer there.
You can nd the FAQ in the support section of our web site.
Please note that we cannot do your projects for you!
“I’ve enclosed a CD including textures and models. Please animate this for me in the following format so that I can play it smoothly from my video card.”
Don’t laugh — we really do get such requests. Services of this kind are beyond the bounds of technical support.
Please do not be concerned if there is a slight delay before until respond.
Sometimes even we need a little time to solve problems, which may include consulting with the programmers.
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Glossary

42:
1. The extension for the MAXON Computer GmbH Technical Support hotline;
2. The answer to all questions.
application:
Another name for program.
browser:
1. A program for controlling and viewing les;
2. A program that displays HTML pages or accesses the Internet.
C4DN :
CINEMA 4D NET Render.
C4DN client:
CINEMA 4D NET Render client program — renders frames.
C4DN server:
CINEMA 4D NET Render ser ver program — controls and distributes the render jobs.
client :
A computer upon which a C4DN client program was started. A client uses the services provided by a server by sending network information and commands that will be processed by the server.
codec :
A codec compresses information such as pictures, animation or sound. Information is sometimes lost through the compression process (e.g. pictures develop artefacts), the extent of which depends on the type and quality of the compressor used.
DNS:
Domain Name Server. Converts a meaningful name (e.g. www.maxon.net) into an IP address.
download:
The transfer of programs or les from another computer to your computer
- the opposite of upload.
FAQ:
Frequently Asked Questions. A list of questions and answers to help you troubleshoot.
60 APPENDICES
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le server:
The network’s server. This is a computer that, in addition to other qualities, can be accessed both by PC and Macintosh computers.
rewall:
A software or hardware -based system for protecting unauthorized access to your rm’s internal network from the outside world (e.g. via the Internet). Computers protected by a rewall are invisible to external computers.
FTP:
File Transfer Protocol. A protocol used for controlling the transfer of les.
gateway:
A computer that interfaces between the rm’s network and the Internet. The gateway usually has more than one TCP/ IP address (at least one internal and one external address).
header:
Information at the start of a le containing general, often important information. An analogy is the address at the head of a written letter.
home page:
The page you are meant to see rst when accessing a website. The home page usually has links to other pages on the same website.
HTML:
HyperText Markup Language. The language in which web pages are written. HTML documents can include texts, pictures and even links to other websites.
HTML browser:
See web browser.
HTML le A text le containing HTML data. You can load and view HTML les in a web browser.
HTTP:
HyperText Transfer Protocol. Protocol used for transferring web pages across the Internet.
hyperlink:
Hypertext Link. See link.
Internet browser:
See web browser.
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intranet:
A company’s internal network. Internal networks are based on Internet technology and protocols. An intranet can be connected to the Internet, though this is optional.
IP:
Internet Protocol. A means by which data is transferred over the Internet. See also TCP and TCP/IP.
IP address:
A unique identication number for a computer that enables it to communicate with other computers via TCP/IP. An IP address consists of four numeric characters in the range of 0 to 255 separated by dots, e.g.
207.159.139.136.
ISP:
Internet Service Provider. This is a company that provides you with Internet access. Your ISP usually issues you with your external IP address.
job:
CINEMA 4D scene that has been submitted for network rendering.
link:
A link is often text (usually underlined), a graphic or an icon on a web page that does something useful when you click on it. Clicking on a link often loads another HTML document, though link s are also used to carry out many other functions such as to select a le to download or to launch another application.
log le:
A log le stores useful information about a program’s activities. The log le can be useful for troubleshooting in particular.
network:
Two or more computers that are connected and are able to communicate with each other.
port :
A number that is attached to an IP address. Two computers are able to have several communication channels open at the same time by using a different port number for each channel.
protocol:
A set or rules adopted by computers so that they can communicate with each other.
62 APPENDICES
proxy:
A server that stores commonly accessed data. This enables you to access that data more quickly than by accessing the computer where the original data is stored.
server:
Computer on which the C4DN server was started (not to be confused with the network’s le server). Generally, a computer that processes the information from clients and distributes these tasks.
socket :
1. Combination of an IP address and a port number;
2. Programming concept.
TCP:
Transmission Control Protocol. A means by which data is transferred over the Internet. See also IP and TCP/IP.
TCP/IP:
A suite of communication protocols. TCP/IP is the standard used by computers to communicate with each other over the Internet.
upload :
The transfer of programs or les from your computer to a ser ver — the opposite of download.
URL:
Uniform Resource Locator. An Internet address.
user interface :
The user interface enables you and the computer to communicate with each other. This encompasses the visual appearance of the program and the manner and ease with which you obtain and enter information.
web browser:
A program for reading HTML documents locally or via the Internet.
web page :
HTML le on a server that can be displayed in a web browser. Web pages can contain text, pictures and links.
website :
Server that hosts one or more HTML pages that can be accessed via the Internet.
6 Troubleshooting
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6. Troubleshooting

No Connection to the Server
If you installed CINEMA 4D NET Render without encountering a single problem, give yourself a pat on the back! What in theory sounds very simple (If the network functions, CINEMA 4D NET Render works) is in practice not always so. There are mountains of literature dedicated to solving network problems. Take a trip to your local bookstore if you need convincing.
Perhaps the most common problem is when no connection can be established between the C4DN server and C4DN client, or C4DN ser ver and administrator. There are more potential causes here than there are grains of sand in the desert. Therefore we can only suggest general troubleshooting procedures:
1. Check the network connections. Can you access all the other computers from the le server? Are the cables and physical connections okay?
2. Check the installed network services. Is the TCP/ IP congured correctly? Is port 8080 already in use? Do you need to communicate with the remaining computers via a rewall?
We can certainly give you more specic advice for some of the most common causes of problems on the following pages.
Port 8080 Already in Use
If, when you start the server or client, port 8080 is already being used by another application, an error message will appear to alert you to this.
There are two possible solutions:
a) Change the standard port for the Internet web server. Use a port number above 1024, since most numbers below this are used by standard services. You could, for example, tr y port 3128 if it is free.
b) Change the standard port for the C4DN web server.
Go to the server network settings and enter a new port number in the
Port eld.
Go to the client network settings and enter a new port number in the
Server port eld.
If you have installed the C4DN client locally on several computers, you must alter the client.ini les on all these computers.
You can use any free port number you like. The value must be between 0 and 65,535, but should always be higher than 1024.
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If you have dened a port other than 8080 for CINEMA 4D NET Render, you must also enter the socket into the Location box in the browser. For example, if you are using port 3128 you should enter the following into the Location bar:
192.168.0.239:3128
You can bookmark this address to save you from having to constantly enter the new socket.
Modules are Missing on the Server and Clients
If your project uses one or more CINEMA 4D modules such as Advanced Render, MOCCA or Dynamics you must ensure that these modules are also installed on the server and clients in the Modules folder.
When modules are missing on the server and clients, you may sometimes see strange error messages appear. If you see an error message appear that doesn’t make much sense, make sure that you’ve installed all the required modules.
Another result of missing modules is that the scene will be rendered without effects that are specic to those missing modules.
Only Three Clients are Rendering
If you have an unlimited clients license but only three clients are rendering, you probably need to enter your unlimited clients serial number into the Net Ser ver program.
To enter your serial number:
Run Net Server and choose Help > Personalize. Type your serial number into
the text box labelled ‘CINEMA 4D’.
Firewall Issues / Access Denied Messages
If you get ‘access denied’ messages after clicking Start in the server to distribute the les, perhaps a rewall issue is to blame.
Administering rewalls is beyond the scope of this manual as well as beyond the scope of our technical support ser vices. However, you may nd the following general advice helpful. If you are still unable to resolve a rewall issue, please consult your system administrator.
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There are two solutions:
1. Switch off the rewall. Warning! This may be a security risk; ask your system administrator for advice.
2. For each client, open up your rewall settings and add port 1080 for the client (or whatever port number you are using if you’ve changed from the default). For the server, open up the rewall settings and add port 8080 for the server (or whatever port number you are using). The exact steps you need to take here will depend on which OS version and which rewall software you are using.
Example rewall settings for Windows.
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Example rewall settings for the Mac.
Troubles Caused by ISDN Cards and Internet Software
One possible cause in particular is often overlooked, catching users off guard because don’t even know it’s been changes. Some ISDN cards or Internet access programs install their own versions of the Winsock DLLs . Some of these may be less than 100% compatible to those provided by Microsoft. This can disturb the smooth ow of data within CINEMA 4D NET Render (even if the Internet connection is still ne). At worst, these DLLs can prevent a connection between the C4DN server and C4DN client.
In any case, something is wrong. Before you take your complete system apart, install the server on another computer and see if you have administrative access to the C4DN server from all possible entry points. If not, try installing the server on all other computers one -by- one. This is well wor th a try — more often than not, you’ll nd a computer you can use.
If the above didn’t help, reinstall the network services. If that fails, we recommend a complete reinstall of your operating system. Before reinstalling the operating system be sure to remove all add-on hardware that is not absolutely essential to operate the computer.
If at last you get a connection in the C4D network, try reinstalling the add-on cards one at a time in their order of importance (using the latest drivers, of course). If the connection fails after installing one of these cards, please contact the hardware manufacturer of the card. If the hardware is ne, continue to install the software (e.g. Internet access programs). Once again, install the programs one-by-one and keep testing as you go. As you can imagine, this is a laborious process, but it is often necessar y. We encounter these problems too …
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Dynamic TCP/IP Address
Often you have to use dynamic TCP/IP addresses, especially when you’re connected to the Internet through a modem. In this case your computer gets its individual TCP/IP address from your provider the moment you connect. The address is dynamic in the sense that you’ll be issued a different one almost every time. If the C4DN server is installed on such a machine, no client can connect to it, because the server always uses a (usually unknown) different TCP/ IP address. You have several alternatives:
a) Install a second (static) TCP/ IP address on that computer. If you’re not sure how to do this, please contact your operating system’s manufacturer. The not-so-good news is that this is tricky to set up. Not only is it often poorly documented, but it can also generate further problems.
b) Switch from dynamic to static TCP/IP addressing (see pictures below). We do not recommend this solution either. This would mean switching back and forth every time you wanted to surf the Internet.
c) Perhaps the simplest way to eliminate the problem is to install the C4DN server on a different machine, one with a static TCP/IP address.
Running Windows: on the lef t dynamic and on the right static addressing.
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An example of dynamic addressing running Mac OS.
An example of a static addressing running Mac OS.
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Inaccurate Calculations

One common feature of heterogeneous (unlike) networks is that they usually involve computers with FPUs (oating point units) that work to varying degrees of mathematical accuracy. This can lead to rendering inconsistencies such as particle streams being calculated in very different positions on different machines. Nobody can predict when these inaccuracies will arise, nor will anyone be able to tell you how severe the deviations will be. However, CINEMA 4D solves the problem (at least with particles) by allowing you to bake the particle stream prior to rendering. Please see the CINEMA 4D reference manual for a description of this function. We recommend that you always make a quick preview before committing the nal render.
Interaction With Radiosity/Caustics
You may experience problems when rendering radiosity or caustics over a network due to processor variations. Incidentally, this difference between processors is the reason why Dynamics scenes must be baked prior to network rendering.
You can, however, render radiosity and caustics without problems using NET Render provided that you are using saved solutions and the server has access to these.
Your network rendering choices for radiosity / caustics are:
1. Stochastic mode chosen in the radiosity settings. You should obtain good, consistent results. Increase the Stochastic Samples value (Radiosity page) if the image is grainy.
2. Do not use the Object Animation radiosity mode. This mode is not suitable for network rendering because the solutions cannot be saved. The animation will icker wildly.
3. Radiosity mode set to Standard or Camera Animation. First you will need to calculate and save the solution in CINEMA 4D — for example, set Prepass Size to 0, enable Save Solution, set Antialiasing to None (Antialiasing page), choose a small Resolution (Output page) and then render. Afterwards you must ensure that the saved solution le is accessible to the server. You’ll nd the solution le in the scene's folder under ‘illum / xxx_name_xxx.gi’.
In the Standard mode a separate solution will be saved for each frame in the animation. Naturally, these saved solutions will take up more space the longer the animation is. If you want to save time by not using saved solutions in Standard mode, ickering is likely unless you set the radiosity settings very high. This is a general limitation of GI; it is not a limitation of NET Render itself.
Before rendering with CINEMA 4D NET Render, set Recompute to Never. CINEMA 4D NET Render will then access and use the saved solution, or report an error if it could not nd the saved solution.
Much of the above applies to caustics: if you are using saved solutions you must make these accessible to the server. You’ll nd the saved solutions in the scene le’s Illum folder; these will be named ‘xxx.c4d.cs’. In the scene le that you are going to net render, set Recompute to Never.
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Animations are not Rendered
As you will have read in the How to… section of the reference manual, CINEMA 4D NET Render allows you to build up complete ready-to-use animations under certain circumstances. However, if the codec is missing, it is possible that the nal animation will not appear. In this case, CINEMA 4D NET Render will help you as best it can. You should:
1. Determine the cause of the problem (usually it’s the codec) and correct your scene accordingly.
2. Upload the changed scene (effectively new render preferences) into the appropriate job on the server as described in the How to … section.
3. Do not (!) delete the already rendered single frame pictures from the result folder.
4. Start the job again. The C4DN server recognizes that all frames of the project are already there, and simply completes the nal animation. The single frames do not need to be rendered again. This saves a lot of time.
Scenes are not Rendered
If everything is ne with the scene itself, you might have been a little over-enthusiastic during upload. Perhaps you created an empty job from the browser’s administration pages and let CINEMA 4D save the project there. In such a case the folders will be nested too deep. For the following incorrect example let’s assume you created an empty job called “Urgent”. You then let CINEMA 4D save a project called Zen_Garden into that job folder. The folder hierarchy would look as follows:
The scene cannot be found by the C4DN server and thus will not be rendered. Let CINEMA 4D create your project directly in your personal user folder or copy it there via a le server. The correct folder hierarchy should be as follows:
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The Computer Freezes
Sometimes, while a C4DN client or server is running, it may occur that your computer refuses to act upon your input; it’s frozen. There can be many reasons for this behavior. In the following, we’ll show you some steps you can take that will help avoid such problems:
Many computers run a so- called power management system. This will
shutdown a machine after a certain period of user inactivity (no mouse or keyboard input etc.). If programs (such as the C4DN server or a client) are running in the background it can happen, after such a shutdown, that there’s no way to wake the system up. So:
Switch off any power management on your computer before you star t either a C4DN client or the C4DN server.
As you can read elsewhere in this troubleshooting guide, if the operating
system runs out of memory almost anything can happen to a computer.
Switch on virtual memory on all computers running C4DN, the more the better.
If your computer locks up or freezes, you should perform a reboot from scratch (not just simply eliminate the task responsible). It is highly likely that the TCP services have been scrambled and the forced quitting of a task won’t solve the problem completely. In fact, if you do not reboot your computer, odd things may happen.
Miscellaneous Notes
If the server runs under Mac OS, QuickTime movies will be created instead of
AVIs. Clients running under Mac OS will render PICT frame sequences instead of BMPs. If the server runs under Windows, AVI movies will be assembled instead of QuickTime movies. Clients running under Windows will render BMP frame sequences instead of PICTs … assuming the scene le contains the corresponding render settings.
76 TROUBLESHOOTING
If you’re using textures or texture movies that can be processed only
under a spe ci fic o perating system then, i n a heterogene ous n etwor k, th e sc e n e s wi ll be rendered onl y by th e clients whi c h ca n do so. Imagine a scene that contains QuickTime and PICT textures. This scene will be rendered only by clients running under Mac OS. All Windows clients will abort with an error and continue with the next job.
If you’re using QuickTime textures in a CINEMA 4D scene on a Macintosh,
make sure that the movie is attened (meaning that all data is in the data fork, not split between data and resource fork). Otherwise the texture cannot be transferred.
On a Macintosh, system dialogs (e.g. the one telling you of a server shut
down) freeze the whole system as long as they remain unanswered by the user. Even the C4DN client can then not render.
Before you leave a render unsupervised you should load a system conguration (using the control panel Extensions Manager) in which you have switched off anything that could cause such a problem e.g. AppleShare. (Remember that CINEMA 4D NET Render depends only on TCP/IP …)
During rendering, CINEMA 4D NET Render creates BodyPaint 3D (B3D) les
and sends them to the clients. B3D is used because, at time of writing, it is the only known format that supports both 16-bits per channel and multi­passes. The B3D les will be deleted automatically once rendering has been completed.
CINEMA 4D NET Render is unable to generate AEC les — you must generate
the AEC le manually using the Save button. Save the AEC le in the same folder as the multi-passes, otherwise After Effects will be unable to nd the multi-passes when you import the AEC le.

Limitations

Although NET Render can write RLA and RPF les, they won’t contain any
3D data.
Animations are limited to a maximum frame number of 9999.
Index
NET
NET
A
Abort job 23, 34 access denied messages 68 Administration
clients 26
users 26 Administrator 8, 32, 42 admin Section 51 Alpha channel 19 Animation 19 AppleTalk 57
B
Browse 21, 38 browsertype 19, 39, 51
C
C4DN client 8 C4DN server 7 Cancel job 23 Clean up 20 clearpics 50 Clear les 21, 34, 37 Client
administration 26 client.ini 47 clientinfo 49 clientport 49 Clients page 26, 40 Codec 19 Conguration 7, 52, 55 Conguration les 47 Console window 42 Control Panel 56 Copyrights 32 Create
job 35
project 9
D
Delete
le 19, 36
job 20, 34
user 41 Depth channel 19 Details page 18, 20, 36 DNS Ser ver 54 Download
le 19, 36 Download page 39 Dynamically work 24
E
Error 20 Ethernet 55 European Union 1
F
File
clear 37 delete 19, 36 download 19, 36
upload 21, 36 File ser ver 2 Firewall 54 Firewall issues 68 FTP Server 54
G
Gateway 54
H
Hardware 55 Heterogeneous net work 11 HTML code 27 Hub 55
I
Inactive job 34 info 51, 52 Installation 52, 55 IP Address 3, 53 IRC 54 ISDN adapter 3
J
Job
abort 23
clean up 20
create 35
delete 20, 34
monitor 18
results 18 Jobs page 15, 18, 20, 22, 33
L
Limitations 76 Localhost 53 Login 32
M
Macintosh 56 Modif y web pages 26 Monitor job 18 Multi -homing 54 Multiple use iii
N
name 51, 52 Network 52, 55
heterogeneous 11 Network operation iii Net traf c 2 News Server 54
O
Owner 34
P
Page
Clients 40
Details 36
Download 39
Jobs 33
Upload 38
Users 41
Welcome 32 Password 42 password 49, 50, 51, 52 Path 9 Personalization 8 PICT 11 picture
how to net render 16 Plug-ins 52 Port 54 Preferences 9 Printer spooler 33 Priority
job 22, 33
user 42 priority 49, 51, 52 Progress 34 Project 9
update 20 Project les list 36

INDEX 79

Q
Queue 33 QuickTime 11 Quitting 9 Quit client 24
R
Refresh 40 refreshtime 50 Render
As Editor 9 Render Queue 16 Results 18 Result les list 37
S
Save path 9 Save project 9 Secrecy v security issues 52 Serial number 8 server.ini 8, 19, 39, 47, 53 serveraddress 8, 49, 50 serverpor t 49, 50 settings sec tion 49, 50 showalljobs 50 Site structure 31 Socket 55 Spooler 33 Starting 9 Status
– – – 34
error 20, 34, 40
running 22, 34, 40
waiting 22, 40 still image
how to net render 16 Stop 23, 34 Suppor t 57
T
TARGA 11 TCP/IP network 2 TCP port number 54 Telnet Server 54 Terminology 2 Texture Error 9 TIFF 11 timeout 50 Transfer iv Troubleshooting 3, 20, 24, 55, 67
U
Update 2
project 20 Upload le 21, 36 Upload page 21, 38 User
account 8
administration 26
delete 41
priority 42 Users page 41 user section 52
V
Video codec 19
W
Web pages 26 Web Ser ver 54 Welcome page 32 Well-known por ts 54 Worst-case scenario 24
80 INDEX
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