Also doing this on a daily basis seems pretty inconvenient for a render
farm, that probably shares the same plugins as production

Ah yes, not sure this relates to render farms. What size of studio are we
talking about here? If it’s about 20 ppl, all running Windows then things
are likely a little different then if we’re talking 500 ppl running Linux.

In the case of 500 workstations, I think each machine on a render farm is
typically capable of running a variety of versions on the fly, via
environment configuration based on which job is coming in.

For example, if a job is sent out to render a scene with the following
requirements.

"app": "maya-2013x64",
"render": "arnold-1.0",
"plugins": ["somePlugin-10.1.12", "someOtherPlugin-1.0.0"]

Then the machine could set environment variables (i.e. paths to where these
versions reside) for these to get picked up during the boot cycle of Maya
prior to initiating a render.

Ultimately, it depends on how flexible you need to be. If you render all
projects using the same version and software, then life will be a little
easier.

Maybe it would be the best if pipeline TDs could enforce a global restart
with a 10min warning period for artists to react!?

This was the case for us (at Framestore), typically after-hours and if you
worked late you could cancel the restart, which would try again a few hours
later.

 I’ve seen videos of Tools (Unreal Editor) where they do on-the-fly
replacement of compiled code while the engine is running.

I think the key is to keep your dependencies modular so that you can
configure your environment “on the fly” - i.e. by configuring the target
render machine prior to launching. It’s conceptually similar to setting the
PYTHONPATH, regardless of which tool or OS you use but if you do have a
look at Rez you’ll get a sense of how complex it can get.
​

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