3ds Max uses the standard network protocol, TCP/IP, for network rendering. TCP/IP is a two-part acronym. TCP (Transport Control Protocol) communicates data between applications. IP (Internet Protocol) communicates data between an application and the physical network. Each computer in your rendering network needs to be configured for this protocol.
The TCP/IP protocol requires a device, called a network adapter or Network Interface Controller (NIC), to bind with in order to communicate with other machines. Typically, the network adapter is a network card, but if you are linked to the Internet by modem, a dial-up adapter (the modem) is used.
TCP/IP uses IP addresses to identify the computers on a network. For convenience, you can assign real names to computers. An IP address is a serial number of four integers separated by periods, for example, 220.127.116.11.
3ds Max uses the NIC number, which can be thought of a unique serial number assigned to each network card, to identify each machine in the network. This allows the use of DHCP since the IP address usually changes when a machine using DHCP is rebooted.
In the case of fixed addresses, it is important that IP addresses be properly assigned. In this step, you make up a list of machine names and their corresponding IP addresses to use during TCP/IP configuration. The list will also be used when installing the 3ds Max rendering services.
On a closed network, you don't have to worry much about conflicts with the IP addresses of other network domains. However, the addresses need to follow a consistent pattern and each must be unique within your network.
Since the Manager machine can also act as a server, start naming your servers to match their IP addresses as shown in the list below. Remember, any one machine can act as a manager under network rendering. Like an IP address, each name must be unique. Also keep in mind that you must not use the numbers 0 or 255 in the last group (or octet) of an IP address as they are reserved.
|Machine Name||IP Address|