Requirements
- To use the Connected Colour Workflow, either Flame or Flare must be installed on the same workstation as the Lustre application. Start Flame or Flare prior to launching Lustre.
- In a Lustre/Flare or a Lustre/Flame (standalone) configuration, there is no shared project between the two applications. To use the Connected Colour Workflow in a Lustre/Flare or a Lustre/Flame (standalone) configuration:
- Install Lustre and Flare/Flame (standalone).
- Start Flare/Flame (standalone) and create a project. This project should be defined with settings that are compatible with the project you will create for Lustre (resolution, bit depth, frame rate, SDI Preview, etc). It is possible to create a Lustre project from the Project Management page BUT Lustre will not see these projects unless the Lustre init.config file is modified to read projects located in /opt/Autodesk/project. Also see:Configuring System Settings.
- Start Lustre and create a project. There is no need to modify Lustre's project home location. The Lustre data will be saved in Lustre project's folder structure and Flare/Flame (standalone) will write Batch metadata to this location.
Interoperability Between Lustre and Flame
Source clips referencing media files that have been Hard Committed in Flame are displayed in Lustre as referencing the original media files.
When creating a Flame project, the following settings are stored on the current storage partition as defined in the Flame project:
- Full & Half Scans locations
- Transcode (Hires & Proxy locations)
- Export Destination
- Degrain Cache
- Batch Renders
To allow for easier cleanup of unmanaged media, Degrain Cache and Batch Renders are stored in a folder based on the name of the current project.
Resource Management
Memory Management Tokens
Two tokens in the init.cfg file set the percentage of Memory and Graphics Memory to reserve for the application. These deprecate both the MemoryApplication
token and the -M
startup switch. They are:
MemoryConsumptionTarget
GraphicsMemoryConsumptionTarget
See the init.cfg file for additional details. If you are using Connected Colour workflow, see Memory Settings for Connected Colour Workflow below. The recommended ratio for system-memory (RAM) to graphics card memory (VRAM) is 3-1. If you are using Shot Reactor, add up the values of both graphics cards before calculating the right ratio.
Memory Settings for Connected Colour Workflow
When running simultaneously Lustre and Flame/Flare on the same system, each application tries to acquire most of the resources of the workstation. To make sure the applications behave, configure Flame's GraphicsMemoryConsumptionTarget and MemoryConsumptionTarget percentages to one of the following recommended values. The percentages depend on both the complexity of the work, and the amount of available memory resources.
In the tables below, the presence of a second graphics card for Shot Reactor has no impact: only consider the VRAM of one card.
Working Resolution: 4K / UHD
VRAM Present on the Graphics Card | Installed RAM | ||||||
Grade Complexity | 6 GB | 12 GB | 24 GB | 16 GB | 32 GB | 64 GB | 128 GB |
Low | 50% | 70% | 80% | 50% | 70% | 80% | 85% |
Medium | N/R | 60% | 75% | N/R | 65% | 75% | 80% |
High | N/R | 50% | 65% | N/R | 60% | 75% | 80% |
GraphicsMemoryConsumptionTarget percentage | MemoryConsumptionTarget percentage |
Working Resolution: 2K / UHD
VRAM Present on the Graphics Card | Installed RAM | ||||||
Grade Complexity | 6 GB | 12 GB | 24 GB | 16 GB | 32 GB | 64 GB | 128 GB |
Low | 80% | 85% | 85% | 80% | 85% | 85% | 85% |
Medium | 75% | 80% | 85% | 75% | 80% | 85% | 85% |
High | 65% | 75% | 85% | 75% | 80% | 85% | 85% |
GraphicsMemoryConsumptionTarget percentage | MemoryConsumptionTarget percentage |
Where:
- Low complexity grade: 1 external matte, 12 secondaries, degrain and HLS/Diamond keyers.
- Medium complexity grade: 2 external mattes, 24 secondaries, degrain and HLS/Diamond keyers.
- High complexity grade: 4 external mattes, 48 secondaries, degrain and HLS/Diamond keyers.
- N/R means not recommended configuration since the available memory is too low.