Magnopus impements Thinkbox’s render management software- Deadline

Magnopus

 

Magnopus, the content-focused technology company behind award winning VR experiences  like The Argos File, Mission: ISS,  Blade Runner 2049: Memory Lab and Coco VR, has implemented Thinkbox’s render management software- Deadline, as the backbone of its local render pipeline.

thinkbox

“Deadline is ever-evolving and it just gets smarter with every iteration,” said Magnopus CTO Lap van Luu. “It’s super simple to set up and, anytime we’re in a pickle, Thinkbox support is there looking out for us,” he added.

The majority of Magnopus’ projects to date are interactive VR experiences rendered in real-time through a game engine. The studio’s 50-node Windows-based render farm is used to bake textures and lighting, and render look development before it’s moved into the game engine.

To create a cohesive pipeline bridging the local farm and various game engines, Magnopus created custom scripts in Deadline that provide them with the flexibility to leverage the strengths of each simultaneously.

“The ability to customize Deadline is a big advantage. We utilize traditional types of VFX methods through imaginative software configurations, and that, while out of the norm, is a huge benefit to our workflow,” Luu informed. “We’re trying to push the creative art side as far as possible, and by giving artists access to the best tools for their needs, we enable them to iterate more quickly, which leads to better results,” he concluded.

To augment the capabilities of the real-time game engines being used, Magnopus created scripts that can send portions of renders to the local farm such as distributed light caching, rather than having an artist wait for results from the engine. This is achieved using a tactic similar to Deadline’s distributed rendering feature, which has proven particularly useful to look development artists and lighters at Magnopus.

Using Deadline’s distributed rendering with V-Ray and 3ds Max or Maya, Magnopus is able to spin up ten machines from the farm. The artist hits render locally and that essentially pulls up 400 to 600 cores rendering in V-Ray at once.