Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I think that Source Filmmaker uses DirectX, which is a Windows-only thing, for the graphics API thing, so you probably won't end up with 100% accurate results through emulation. I also think that Source Filmmaker already renders stuff so fast that you don't need a render farm for it (what might take Source Filmmaker seconds could take Blender quarters or hours, despite Blender's result not being that noticeably better (but still better), depending on the scene).
Yes, you could render something faster... but would the entire process be worth it, considering the amount of time needed to transfer assets and session files as well as the rendering possibly not being quite the same if not only done on Windows, compared to the amount of time it'd take to just render directly on your actual Windows computer?
(Do note that my opinion may be biased, due to me personally just using my single Windows 10 computer to work on and render Source Filmmaker stuff.)
in terms of secure pipelining and syncronizing, you gotta have sfm installed on the render machine. i'd guess you'd just need or should use a mod folder 'watch dog' tool something that automaticly duplicates and transfers new assets to the render machine or you gotta duplicate it by hand.
to trigger a render you may just load the session on the render machine and let it render it. you don't even need any shared account or anything steam. it's just a offline render.
i'm not sure if i can remember if there was a commandline tool that loads sfm without the ui, just for this style of rendering. i'm certain there was a thread for that or i'd not even think about it.
fair enough. i dunno tho how you would trigger aka setup multiple machines easily, to render those different shots. i'm not sure but, doing it virtual and efficient without messing up the hardware and memory you may need a graphics card for every instance of sfm. ofc you somehow gotta share the asset data without duplicating. i dunno how.
and as i posted i forgot if and how this commandline thingy works. this would have to be triggered in a console over a network connection from the master client. and it's gotta safely terminate. just a data rendering task for sure.
or you gotta let sfms run on the machines all the time and remote protocol the machine's sfms to load and unload with projects on demand. i dunno how this would be done tho.
It runs fine but there is a parsing issue with how SFM handles terminators for workshop files. For whatever reason, some MDL files will have VMT data tacked on at the beginning of the file. If you're running through WINE I would suggest actually copying the data from your Windows install and ignoring workshop updates on your Linux install so that you don't have this problem in Ubuntu. You can remove the VMT data with tail but then it will think the model needs to be updated when you start SFM again.
Making a render farm is another beast to tackle, though it's not one I have experience with.
I'm not saying that there will be abnormally huge issues not present on Windows, but I'll be very surprised if there aren't at least a few differences that can be seen in a side-by-side comparison between an emulated-Windows-on-Ubuntu render and an actual Windows render. (Whether or not you'd have to use image-analysis tools, I don't know, but still, any difference between the two, however small it may be, is still a difference.)
that's one odd error. how can that happen? is that when you download the assets? then i'd guess the steam packet delivery unpacker does not read the compressed packet structure correct. my guess, it's a steam filesystem emulation issue.
Although non-Windows versions of Quicktime probably don't have the same security issue they do on Windows, you will still suffer from the same poor quality that SFM uses when trying to encode through Quicktime and, very importantly, the "attempting to encode one file over hours" problem.
If SFM crashes mid-render, then if you're writing into one single video file, you end up with an incomplete, corrupted file.
If you're writing into separate image files, then you still have every previously rendered frame saved intact to disk and can restart mid-render.
Given that running SFM in a non-Windows environment is very likely going to make the program more unstable than it already is, you should really want to capitalise on that ability to recover crashed renders.
Encoding the frames into a video at the end really isn't very complicated and takes only a couple of moments (certainly compared to the time it originally took to render), will give you much more control over encoding quality, and because it takes much less time, the encode is less likely to be corrupted by a crash.
It really will save you headaches in the long run.
I don't use Quicktime under Windows per se, but Quicktime Alternative instead. I tried that and regular Quicktime under Mint but to no avail. As far as image sequences vs video containers its nice to do a quick test render to see how my animation looks as a "final product", as that is faster than waiting for an image sequence to complete and finding one thing that I want to change, then having to re-render.
It is nice to have options, and see how well they perform when comparing side by side to Windows.