Mike Thomson

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Viewing 5 posts - 1 through 5 (of 5 total)
  • 21st May 2013 at 4:39 am #15220

    We’re having similar issues. When we manually limit the thread count to half the hyper threaded core count (12 of 24) , the computer will render at 50% capacity, but the render is scattered across all the cores, not 1-12 (of the 24 available).

    Our render computer setup:
    – 2×6 cores (12 physical cores)
    – Hyperthreading turned on
    – 24 HT cores
    – 64 GB ram
    – two instances of muster client running
    – instance 1 set to cores 1-12
    – instance 2 set to cores 13-24
    – both instance templates limited to 12 cores

    3rd December 2009 at 10:36 pm #15031

    We were running version 5.5.3. We found it nice and stable so no need for us to update.
    :)

    3rd December 2009 at 6:52 am #14923

    I guess we can add [SOLVED] to the thread title.

    After a little digging around the muster scripts, I found that you were changing the working directory to the muster install before you invoked the mrtool command.

    I added:
    chdir “C:\Program Files\Virtual Vertex\Muster 6”;
    before my little trouble shooting script and it’s now working. This is different from the way muster 5 works, but at least it’s working now…

    -Mike

    3rd December 2009 at 5:40 am #14927

    Hi Leonardo,

    I setup a new account (mike) with a password (test) and tried the simple login test again, but mrtool still crashes.

    string $CMD = (“mrtool -s 10.0.0.166 -u mike -p test”);
    system($CMD);

    If I take out the user and password flag, I get “Login to Dispatcher denied.” It seems to have a problem when I specify a user.
    I’ve tried different users, with and without passwords, but mrtool either crashes or denies the login.

    edit1:
    Windows XP 64,
    Maya 2009 sp1a x64
    Muster 6.0

    edit 2:
    Just to clarify, running the equivalent command from a command prompt works fine:
    >mrtool -s 10.0.0.166 -u mike -p test

    4th April 2007 at 2:19 am #14638

    That’s right. If all machines are idle, and we submit a job, the slower computers usually pick up the renders, rather than our faster ones.

Viewing 5 posts - 1 through 5 (of 5 total)