LightWave does not yet give users any option to choose which rendering engine to use. FPrime works around this limitation by providing a substitute custom Render Mode panel. Network rendering is considerably more complex. Screamernet, LightWave's network rendering tool, does not have the ability to host FPrime. A standalone FPrime is quite possible, but nearly pointless since LightWave's proprietary effects (surface textures, Nodes, ACT cameras, HyperVoxels, etc) aren't exportable.
FPrime 3 does offer a new temporary alternative, . The workaround is complex because it builds on top of LightWave's already elaborate network system. Essentially, for the PC, we're providing an unsupported but working tool which emulates a Screamernet node. It looks and acts like a LightWave node to a LightWave render controller, and ideally is a drop-in replacement.
This works by using a new program called WSN (as opposed to LightWave's LWSN). WSN responds to the exact same flags, options, and arguments are LWSN. WSN launches a copy of LightWave Layout (yes, Layout) , and automatically starts an FPrime render process inside it. This depends on using Layout in LightWave's dongle-less demo Discovery Mode. Because of the (quite unsupported) novel use of Layout as well as the extra layers of complexity in just setting up the system, we offer complete documentation and FAQs below, but not guarantees of success nor support.
Before trying to use WSN, it is critically important to initially configure and test your setup with classical LightWave Screamernet. You must get this working before you even try to get FPrime involved in any way! Screamernet setup is complex, error prone, and confusing even to professionals, but there is documentation in LightWave's manuals and independent guides. An excellent one for the PC is by Matt Gorner and can be found at http://www.newtek-europe.com/uk/community/lightwave/gorner/3.html. A good guide for the Mac can be found at http://www.dreamlight.com/insights/10/welcome.html
It is very important to get LightWave Screamernet host and nodes working before trying to use FPrime for network rendering. FPrime starts with, and builds onto, that Screamernet setup.
WSN first searches for the Layout configuration files specified by the required "-c" command line switch. WSN makes a temporary copy of those config files, modifying them to reduce Layout's overhead as much as possible, as well as commanding Layout to automatically execute the FPrime render host upon startup.
It then launches Layout, and uses PC operating system calls to search for and automatically close any LightWave warning requesters, especially the LightWave Discovery Mode splash screen. FPrime takes control inside the launched Layout, and scans for assigned jobs (as defined by the WSN command line job and ack files.).
When FPrime gets a quit command, it forces Layout to close, then WSN.exe wakes up again and deletes the temporary config files before exiting itself.
On the PC, FPrime has a companion program called "WSN.exe" (as opposed to LightWave Screamernet, which is "LWSN.exe"). WSN responds to the identical command line arguments as LWSN. WSN.exe doesn't do any rendering itself. Instead, it launches a copy of LightWave Layout and has FPrime take control. FPrime then responds to Screamernet commands just like LWSN does. Since WSN is designed to emulate the behavior of LWSN, switching from LWSN to WSN is ideally as simple as just changing your LWSN command line or shortcut to list WSN instead. One requirement of WSN is that the WSN.exe program itself must be kept in the same directory as LightWave, since WSN.exe will launch the Lightwav.exe executable.
WSN will print progress and error messages similar to LWSN, though not necessarily the exact same render status progress lines.
WSN supports both "-2" and "-3" Screamernet modes. It will still work if you rename the executable, which is sometimes useful if you have scripts or controllers that expect to see "lwsn.exe".
On the Mac, FPrime rendering nodes are not invoked by a launcher program like the PC. Instead, it's a mode you manually start from Layout which turns that launched Layout into a node. First, you should use a text editor to create a file named WSNOptions.txt in LightWave's configuration directory. This file should have two lines in it, corresponding to the Job and Ack filenames that you use for normal Screamernet rendering.
Start Layout normally, then manually invoke the Generic command "WSNClient". This will immediately start FPrime acting as a Screamernet node, communicating through the job and ack files listed in the options file. When the node is told to quit by the controller, FPrime will release control of Layout.
The node will print some status messages in a window, but there is no manual way to break a Node out of emulation mode other than having the controller close the node, or by forcing Layout closed using OSX's "Force Quit" tool.