None, not for the render farm itself. You just need Arnold licenses for the render nodes. You need Softimage licenses for artist workstations; on the render nodes, you’ll be using xsibatch -processing -render to render (and -processing doesn’t take a Batch license for third-party renderers).
You wouldn’t need Maya Batch licenses for Arnold render nodes either. The Maya render/mayabatch command line tools won’t take a Batch license for third-party renderers either.
Here I’m instancing a group of Arnold standin sequences, and giving each instance a different start frame. (Each standin sequence is an animated bulge on a cylinder.)
PS It works fine until you go past the last frame of the sequence, because looping or clamping the ShapeInstanceTime doesn’t seem to prevent SItoA from loading the non-existent ass file.
Here’s a simple example of using an ICE attribute to drive a procedural texture. In this case, I’m using a random integer to drive the number of repeats of a checkerboard:
To set it up, I ran this script to programmatically add an ICE attribute. Unfortunately, I found I had to add an ICE tree to get the attribute to show up in the render tree.
import random si = Application for o in si.Selection: # Long, Single, Singleton a = o.ActivePrimitive.Geometry.AddICEAttribute("_random", 2, 1, 1 ) a.DataArray = [ (random.randint(1,8))] si.ApplyOp("ICETree", o, "siNode", "", "", 0)
And if you wanted to update the ICE attribute later, eg increase the range of random values, you could do something like this:
import random si = Application for o in si.Selection: a = o.ActivePrimitive.Geometry.ICEAttributes("_random") a.DataArray = [ (random.randint(1,12))]
As requested in the comments, here’s a visual explanation of Arnold licensing, to go along with the Softimage version I posted last week.
Suppose you had five Arnold licenses. With those five licenses, you can have five machines using Arnold to render. For example, you might have two artist workstations and three render nodes (but you can have any combination of workstations and render nodes that adds up to five).
Arnold licenses are checked out when you actually render, not when you start Softimage or load a scene. If a workstation isn’t doing a render region, or a render preview, or rendering frames, then there’s no Arnold license being used. So maybe it is more accurate to think of it like this:
Arnold licenses are per machine, so all processes on the same machine share the same license. Note that you can limit the number of threads per render if you want to run multiple renders on one machine.
In this video, I take a quick look at the different gamma correction settings used by Arnold. I don’t tell you how to set up a linear workflow; my goal is to help you understand what the gamma correction settings mean.