- Backburner Manager box
- Select the hostname of the Backburner Manager system that handles background jobs submitted by the workstation.
- Backburner Group box
- Specifies a server group (a preset group of render nodes) used to process jobs submitted by the application. By default, Backburner Manager assigns a job to all available render nodes capable of processing it. If you have a dedicated group of render nodes for processing jobs, set the value to the name of the render node group. See the Backburner User Guide for information on creating groups.
- Burn Job Type box
- Configure according to the GPU capabilities of the nodes in your background processing network.
- Software: none of the nodes in your background processing network is equipped with a GPU. The application will not send jobs that require a GPU to the background processing network, but only jobs that can be processed in software mode (using OSMesa) by the render nodes.
- GPU Burn: all the nodes in your background processing network are GPU-enabled. The application will send all jobs to the GPU-equipped nodes in the background processing network, even if some jobs do not specifically require a GPU node. The GPU-equipped render nodes will render jobs that require a GPU, as well as OSMesa jobs. If your background processing network also contains nodes without a GPU, and this setting is used, all jobs are sent only to GPU-equipped render nodes, and the nodes without a GPU are never used.
- Burn Priority field
- Displays the priority for renderings jobs, from 0 (highest priority) to 100 (lowest). Editable.
- Wire Priority field
- Displays the priority for transfers from and to this workstation, from 0 (highest priority) to 100 (lowest). Editable.
- Cache Priority field
- Displays the priority for caching imported media on this workstation, from 0 (highest priority) to 100 (lowest). Editable.
- Export Priority field
- Displays the priority for exporting clips from this workstation, from 0 (highest priority) to 100 (lowest). Editable.
Note: Regarding the different priorities, be careful when setting new values or you might end up with a system trying to transfer frames before they are rendered.