Rendering your 3DS Max Phoenix FD scene on StratusCore Render Rocket with simulation .AUR files.
(The following instructions assume that you have already run your simulation, it meets your standards and requirements, and you have accounted for all the necessary simulation files.)
If your 3DS Max scene includes a Phoenix FD simulation, and you're ready to run a test render job on StratusCore Render Rocket, the following steps must be taken in order for the render nodes to see your simulation.
1) For ANY Phoenix FD frames you are rendering, you must include the simulation file.
e.g. You choose to perform a test render with frames 10, 15, 22, and 35. You must include ND1_PhoenixFD01_0010.aur, ND1_PhoenixFD01_0015.aur, ND1_PhoenixFD01_0022.aur, and ND1_PhoenixFD01_0035.aur with your uploaded scene assets.
If you are using the Render Rocket FTP, everything should be uploaded to the SOURCE folder of your project. The file names for your simulation may be different than the ones listed above, however the file extension used by Phoenix FD is .AUR by default.
*When you run your Phoenix FD simulation, the simulation files are output into a directory you specify in the Output rollout. The directory name is usually the same name as your scene file. By default Phoenix uses the $(scene_dir) macro. If you'd like to change the output of your Phoenix simulation files please see this link:
When you are ready to run a test render, the render nodes need to know where your simulation files are, and what they are called. Before you save and upload your 3DS Max scene file to StratusCore Render Rocket, select the Phoenix FD simulator in your scene, click Modify, and then open the Input rollout.
change "Preview & Render Cache Path:" to
$(dir) – Means, the same directory as your scene file
simulation-file-name-####.aur - simulation-file-name is the name YOU used for your simulation files, and the #### is a placeholder for frame numbers.
If you are not using the LaunchPad plugin for StratusCore Render Rocket, you also need to set all of your 3DS asset paths to relative. Its really easy! Open the Asset Tracking window.
You can access the Asset Tracking window three different ways:
Keyboard > Shift+T
Application Menu > References > Asset Tracking
Enhanced menu: Scene menu > Tools (Scene Set) > Asset Tracking
Once open, you can strip all the paths from your scene assets.
You are ready to upload your assets and run a test render.
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