> [!abstract] Summary
> Collected **feedback** on the 2026 OSMIUM pipeline from **Thomas Spony, Thomas Milcamp, Arthur Cauchois**, and **Cyril** (farm/network analysis). Issues span tooling (USD path replacement, USDcat helper), rendering (SSS, denoiser, missing folders), naming conventions (raw AOVs, UDIMs, materials, USD product names), Prism (copy-to-global, plus-render, Nuke plugin), farm performance (texture optimisation, machine limits, worker throttling, low-priority groups), and admin (rooms for next year).
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# π§βπ» Feedback β Thomas Spony
- Need a **tool to replace the path in created USDs**.
- Need a **`usdcat` helper** more user-friendly than raw CMD.
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# π¬ Feedback β Thomas Milcamp (2026 Pipeline)
- **SSS rendering currently broken** β no issue in the viewport, but impossible to render a sequence.
- **USD pipeline works perfectly** β the only missing link is connecting back to the **animation exported from Maya**.
- **`renderman xpu` vs `xpu-cpu` vs `xpu-cpu`** β confirmed: it's an XPU engine render with the specified component.
- **Metalness on RenderMan** β need a solution. `PxrMetalWorkflow` works correctly with a `PxrLayer`, but impossible to get the same result with a `PxrSurface`.
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# π¨ Feedback β Arthur Cauchois (2026 Pipeline)
## Naming convention for raw AOVs (no anti-aliased filter)
We found a way to anti-alias an AOV by adding an extra Render Var and writing the same source name as the original AOV (`__depth`, `__pworld`, etc.) β we can then rename its label.
**Question:** what naming convention should they have β `rawDepth`, `rawPworld`, etc.?
## Naming convention β UDIM
If **no UDIM**:
- `XXX_type_assetName_resolution_textureType_colorSpace.1001.exr` by default?
- Or just `XXX_type_assetName_resolution_textureType_colorSpace.exr`?
## PureRef not installed
Explicit.
## Bridge Quixel not installed
We can use **FAB**, but that locks us at 8K and forces manual resize.
## RenderMan denoiser
Have we found a way to **automatically launch** the denoiser after a render finishes (Topnet, Python, Deadlineβ¦)?
> [!tip] See
> [[TOOLS/Notes/Deadline Renderman Denoiser - Loris Eck|Deadline RenderMan Denoiser β Loris Eck]] β manual + automatic setup options.
## Prism Plus doesn't render cryptomatte and XML
Prism LOP render doesn't render cryptomatte (probably because cryptomattes are in separate EXRs). Same for XML files.
## Prism with Windows 11
Not sure why, but we have to launch via `"C:\Program Files\Prism2\prism.bat"` β can't pin Prism to Start or taskbar. Not a major issue, but worth checking.
## Export lighting in USD
Exporting lighting in USD could be a **+** for the pipeline β lighting could live in the environment scene so the env artist always has the latest lighting in their scene.
## Having an ingest department
Currently we go through many scenes (modeling, ingest modeling, lookdev, etc.) and a small modeling retake means walking all scenes to update versions. The 5th-year team raised this. An **ingest department** could be an option β but we're unsure how useful it would be vs. new issues it would create.
## Prism β Copy to Global
Impossible to *Copy to Global* from Prism β we have to manually copy files into `DATA_PFE`.
![[image-10.png]]
> [!tip] Workaround
> See [[../PROTOCOL/PRISM/Notes/PRISM Copy to global|PRISM β Copy to Global workaround]].
## Material nomenclature
The material naming convention feels overly complex. Unclear how `matType` is useful β we're already creating shaders based on material type.
![[image-9.png]]
## Remove versioning and department from the USD product name
We discussed removing the **version** from the primitive name (not the file). Removing the **department** too would make ingesting lookdev and animation much easier if they share the same name format (`XXX_type_assetName`).
This would greatly simplify the **environment workflow** when updating to new versions β no need to manually update collections, stage manager, etc. It also makes more sense for the prim to not carry department/version-specific naming.
Left β current version. Right β what we propose:
![[image-5.png]] ![[image-6.png]]
## Plugin Prism β Nuke
Nuke crashes instantly if the Prism plugin is installed. Workaround: remove `menu.py` in `.nuke` to launch Nuke without the Prism plugin.
> [!tip] See
> [[TOOLS/Notes/PRISM NUKE CUSTOM PLUGIN - Loris Eck|PRISM Nuke Custom Plugin]] β Loris's plugin replaces this.
## RenderMan β folder missing
Rendering fails if the output directories (EXRs, AOVs, cryptomattes, etc.) don't already exist, even in 20.5 if I don't use the **PRISM LOP RENDER** (don't know how to use Tops with it). I also can't render my cryptomatte / XML β PRISM LOP RENDER overwrites the output paths.
> [!tip] See
> [[TOOLS/Notes/Folder Generator - Arthur Cauchois - Houdini 20.0 HDA|Folder Generator HDA]] β auto-creates the missing folders.
## Deadline β repository not selected
Can't open Deadline; also doesn't work with Prism LOP Render β *No Repository Selected*.
![[image-2.png|458x348]] ![[image-3.png|514x348]]
![[image-4.png|973x302]]
## Next year β rooms
Do you know when we'll be able to choose our rooms for next year?
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# π₯οΈ Feedback β Cyril (Renderfarm & Network)
> Following an in-depth analysis of the renderfarm and the observed network saturation issues, several main causes were identified:
> - Massive simultaneous data loading.
> - Excessive worker memory use (peak at **72.73 GB**).
> - Intensive network-storage access (**589 files** for **14 GB** of textures read in **31 minutes**).
>
> These caused significant network congestion, evidenced by spikes in TCP connections on the server.
## Priority Recommendations
### Asset optimisation β especially textures
- Set up a **texture preparation pipeline** (tiling, mipmaps).
- Train students on **texture optimisation** (appropriate resolution and formats).
- Eliminate duplicated/unused textures in scenes.
- Build an **asset-verification script** before submission.
### Machine limit
- Configure a **`ConcurrentTasksLimit`** in Deadline between **30β40 machines**.
- Tune based on observations over the next 24β48 h.
### Progressive worker startup script
- Develop a script that activates workers in **waves between 19:00 and 21:00** (in progress with Gregory & Valentin).
- Stagger startups with **5β10 s intervals** between workers.
- Prioritise the most performant machines for the first startups.
### Retire old PCs from the farm
- Identify machines whose performance is **<50 %** of the average.
- Create a `low_priority` group in Deadline for them.
- Reserve them for lighter tasks, or pull them out entirely.
### Daily farm meeting
- 15-minute daily check-in between student referents and supervisors:
- Overnight render summary.
- Analysis of problematic job parameters.
- Error feedback for immediate correction.
- Priority render planning.
### Stalled / errored worker tracking
- Create a **dashboard** of `stalled` or errored machines.
- Build an automatic diagnostic script for the farm.
- Establish a reporting process to the IT team.
### Room reservations for farm in daytime
- Establish a room reservation schedule on **Hyperplanning**.
## Immediate Objectives (24 h)
Focus on the highest-impact measures:
1. **Set machine limit to 35** in Deadline to reduce simultaneous load.
2. **Implement throttling** to stagger worker startup.
3. **Optimise in-flight scenes** by identifying and fixing critical texture/asset issues.
Continuous network-metric monitoring will track the impact and let us adjust strategy.
> *β Cyril*
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# π Related
- [[OSMIUM MOC|OSMIUM MOC]].
- [[DEADLINE/DEADLINE MOC|DEADLINE MOC]] β farm context.
- [[PIPELINE/PIPELINE MOC|PIPELINE MOC]].
- [[../PROTOCOL/OPTIMISATION/OPTIMISATION MOC|OPTIMISATION MOC]] β many points map directly to this.
- [[TOOLS/Notes/Deadline Renderman Denoiser - Loris Eck|Deadline RenderMan Denoiser]].
- [[TOOLS/Notes/Folder Generator - Arthur Cauchois - Houdini 20.0 HDA|Folder Generator HDA]].
- [[TOOLS/Notes/PRISM NUKE CUSTOM PLUGIN - Loris Eck|PRISM Nuke Custom Plugin]].
- [[../PROTOCOL/PRISM/Notes/PRISM Copy to global|PRISM β Copy to Global workaround]].