Forum Replies Created
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3rd May 2019 at 10:48 am #17484Hi Ondrej,
We are happy you’re having good impressions from Muster!
Yes, a post or pre job action is performed on the Dispatcher, it is launched from a separate thread and won’t stall any dispatcher activity, the job will enter into a post-job action status and the executable is launched.
The permission are inherited from the user that’s actually running the Dispatcher service, but it won’t be launched from within a shell but as a direct child process. If you need shell environmental variables , you need to launch a shell using /bin/sh -c python…. , this will parent the python process to an effective shell, that depends on what your script needs but in most situation, it’s better to avoid the shell and set all your variables inside your script.
2nd May 2019 at 6:39 pm #17480Hi Ondrej,
If you want to submit a job using the REST APIs do not look at the Maya connector because it uses the Muster command line tool (mrtool) to submit the job so it is of no use for you. Consider that you can use it also to submit a job, but let’s assume you want to use the REST APIs that will be also the default method in the future..
Basically you need two steps:
1) Perform a login using a login/password and get back an access token. This requires you to call /api/login and parse the JSON response
2) Submit a job using the queue method and passing also the access token.
3) Optional, deallocate your session by performing a logoutThe login URL will be something like this:
http://musterserver:9890/api/login?username=admin&password=mypasswordand you’ll get back a JSON like this:
{ "ResponseData": { "authToken": "426200942D0501285315C82F" }, "ResponseStatus": { "Code": 200, "Time": 1339840278, "Description": "OK" } }Always check that the response status is 200 as an additional error check , or the description if it different from 200.
After you get an access token, you can submit the job using a POST REQUEST, the job data must be into the POST data:
http://musterserver:9890/api/queue/actions?authToken=426200942D0501285315C82F&name=submit { "RequestData": { "job" : { "jobName": "my brand new job!", "templateId": 2, "parentId": -1, "dependIds": [], "dependMode": 0, "packetType" : 1, "priority": 1, "group": "", "department": "", "packetSize": 5, "maximumInstances": 0, "assignedInstances": 0, "attributes": { } } } }Those are the required steps, also you need to pass specific attributes depending on the render engine you’re targeting and you need also to pass information about the post job action you want to run.
Now, the easiest way to construct your basic job template is looking at our integrated web server. If you open it , and submit a job from within the interface keeping the developer tools open in Chrome, you can check how the web application sends the job to muster, and collect the entire POST DATA structure, based on your settings. You can them replicate it from your script.
If you tell me the Maya render engine you’re targeting as well as listing all your job submission parameters, I’ll run it into the web browser for you and give you back the exact POST data to use.
Hope this helps you !
24th April 2019 at 12:54 pm #17474Custom messages have been implemented in 9.0.13, further information on the MTemplate class documentation at:
Also the global template(0) carries on all the function definitions to react to custom messages sent through the APIs
23rd April 2019 at 1:16 pm #17447Hi Denis,
Starting with Muster 9.0.13 (that we are going to release today or tomorrow), Houdini PDG networks are supported through a dedicated Houdini PDG script.
Regards.
19th April 2019 at 10:05 am #17418Hi Chucky,
As a first attempt, you should stop the service on those nodes, and wait at least 60 seconds before restarting them. There’s an internal rule when a connection is not successfully, to ban the IP address for 60 seconds. The second attempt is off course to restart the Dispatcher service instead of the client
17th April 2019 at 10:31 pm #17411Ok now it is clear.. the bug you are reporting has been fixed and its due to mrtool muster command Line tool converting the frames submitted with the old flags -sf and -ef to scientific format . Those flags are still used by the maya connector. The bug has been fixed in 9.0.9 so I assume you are on an older version..
17th April 2019 at 7:04 pm #17409I’ve run a simple test, just to be sure (even the issue sound a little strange, we may had tons of customers complaining if we were not able to handle frames more than 1000 😉 , and with a Maya Arnold job, using a frame range 1-1000 we correctly get 250 chunks and with 1-2000 we correctly get 2000 frames with 500 chunks. So, tell the user to check :
1) The chunk size is correct
2) The frames range is correct, from the result it seems like he types 1-2000×1000 , using a by frame of 1000
17th April 2019 at 6:52 pm #17408sorry I read it wrong, those are just the maya settings, by the way the frame range set into maya has no effect because it’s override by Muster. Could you snapshot the submission panel for the job so we can see the entire settings of the job ?
17th April 2019 at 6:49 pm #17407Ok I see that the job is sent from the Maya connector. Could you submit it directly from Muster console and see if the same things happens ? Also can you send a screenshot of the chunks details of the job ?
16th April 2019 at 7:33 pm #17402Hi Eric
No there isn’t any hard limit , frames are mapped to float values and can reach extreme high values . Could you give us further information like the render engine , the start frame , the end frame , the by frame , if submitting from console or web , and the error is getting back
10th April 2019 at 5:09 pm #17395Hi Denis,
OnClinetIdling() is invoked on the Render client service, while onDispatcherIdling() is invoked on the Dispatcher service. Take a look at the templates wiki , if has full examples on how to perform timed tasks in both scenarios.
10th April 2019 at 8:52 am #17388From where you’re logging out the users ? From a python template?
With the current API this sounds a little complex, but we can implement functions like onCustomMessage (that’s actually available from a node to Dispatcher) into the Dispatcher API too, to be able to send messages to connected Consoles as well as Renderclient. By implementing the ability to send messages from/back console to the Dispatcher, you can catch back a response from a modal dialog created with Pyside/QT. We have logged the improvement for 9.0.13 , so you need to wait some days until we release it and your life will be simpler in implementing your request.
Thanks and regards!
9th April 2019 at 7:01 pm #17386Hi Denis,
could you explain exactly the requirements ? You can generate GUIs on Console using Pyside , but it’s not clear if you want to generate a custom event from the Dispatcher, from the nodes, or whatever else.
6th April 2019 at 6:56 pm #17382When a render fails, it may exit with a code different than 0. This may be due to multiple reasons. The best thing to in such situation is to check the log produced by the chunk you just rendered. Alternatively, and more easy, right click on your node, and select Realtime Log->Enable and open. After opening the realtime log window for that machine, re-init and restart the render. The full log from Maya (are you talking about Maya-redshift right?) with be dumped in that window. feel free to copy and paste in response to this topic. Also I’m moving this topic to Muster 9 because you created it in Muster 5 forum.
4th April 2019 at 8:53 pm #17380Sure you can use it freely up to 4 rendering hosts
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