ADR-0059: repurpose waterdeep from Ray worker to local AI agent
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Replace the proposed Ray cluster worker role with a dedicated local
AI agent for BlenderMCP 3D avatar creation (supporting ADR-0062).

waterdeep's Metal GPU provides hardware-accelerated rendering in
Blender — far superior to Kasm's CPU-only DinD environment. The
Ray cluster GPU fleet is fully allocated and stable; adding MPS
complexity is not justified.

Also adds cross-reference from ADR-0062 to ADR-0059.
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# Add Mac Mini M4 Pro (waterdeep) to Ray Cluster as External Worker # Mac Mini M4 Pro (waterdeep) as Local AI Agent for 3D Avatar Creation
* Status: proposed * Status: proposed
* Date: 2026-02-16 * Date: 2026-02-16
* Updated: 2026-02-21
* Deciders: Billy * Deciders: Billy
* Technical Story: Expand Ray cluster with Apple Silicon compute for inference and training * Technical Story: Use waterdeep as a dedicated local AI workstation for BlenderMCP-driven 3D avatar creation, replacing the previously proposed Ray worker role
## Context and Problem Statement ## Context and Problem Statement
The homelab Ray cluster currently runs entirely within Kubernetes, with GPU workers pinned to specific nodes: **waterdeep** is a Mac Mini M4 Pro with 48 GB of unified memory that currently serves as a development workstation (see [ADR-0037](0037-node-naming-conventions.md)). The original proposal was to add it to the Ray cluster as an external inference/training worker, but:
| Node | GPU | Memory | Workload | - All Ray inference slots are already allocated and stable — adding a 5th GPU class (MPS) increases complexity without filling a gap
|------|-----|--------|----------| - vLLM's MPS backend remains experimental — not production-ready for serving
| khelben | Strix Halo (ROCm) | 128 GB unified | vLLM 70B (0.95 GPU) | - The real unmet need is **3D avatar creation** for companions-frontend ([ADR-0062](0062-blender-mcp-3d-avatar-workflow.md))
| elminster | RTX 2070 (CUDA) | 8 GB VRAM | Whisper (0.5) + TTS (0.5) |
| drizzt | Radeon 680M (ROCm) | 12 GB VRAM | Embeddings (0.8) |
| danilo | Intel Arc (i915) | ~6 GB shared | Reranker (0.8) |
All GPUs are fully allocated to inference (see [ADR-0005](0005-multi-gpu-strategy.md), [ADR-0011](0011-kuberay-unified-gpu-backend.md)). Training is currently CPU-only and distributed across cluster nodes via Ray Train ([ADR-0058](0058-training-strategy-cpu-dgx-spark.md)). [ADR-0062](0062-blender-mcp-3d-avatar-workflow.md) describes using BlenderMCP in a Kasm Blender workstation for AI-assisted avatar creation. While Kasm works, it runs Blender inside a DinD container with **no GPU acceleration** — rendering and viewport interaction are CPU-only, which is painfully slow for sculpting, material preview, and VRM export iteration.
**waterdeep** is a Mac Mini M4 Pro with 48 GB of unified memory that currently serves as a development workstation (see [ADR-0037](0037-node-naming-conventions.md)). Its Apple Silicon GPU (MPS backend) and unified memory architecture make it a strong candidate for both inference and training workloads — but macOS cannot run Talos Linux or easily join the Kubernetes cluster as a native node. waterdeep's M4 Pro has a 16-core GPU with hardware-accelerated Metal rendering and 48 GB of unified memory shared between CPU and GPU. Running Blender natively on waterdeep with BlenderMCP gives a dramatically better 3D creation experience than Kasm.
How do we integrate waterdeep's compute into the Ray cluster without disrupting the existing Kubernetes-managed infrastructure? How should we use waterdeep to maximise the 3D avatar creation pipeline for companions-frontend?
## Decision Drivers ## Decision Drivers
* 48 GB unified memory is sufficient for medium-large models (e.g., 7B30B at Q4/Q8 quantisation) * Blender on Kasm is CPU-rendered inside DinD — no Metal/Vulkan/CUDA GPU access, poor viewport performance
* Apple Silicon MPS backend is supported by PyTorch and vLLM (experimental) * waterdeep has a 16-core Apple GPU with Metal support — Blender's Metal backend enables real-time viewport rendering, Cycles GPU rendering, and smooth sculpting
* macOS cannot run Talos Linux — must integrate without Kubernetes * 48 GB unified memory means Blender, VS Code, and the MCP server can all run simultaneously without swapping
* Ray natively supports heterogeneous clusters with external workers * VS Code with Copilot agent mode can drive BlenderMCP locally with zero-latency socket communication (localhost:9876)
* Must not impact existing inference serving stability * Exported VRM models must reach gravenhollow for production serving ([ADR-0062](0062-blender-mcp-3d-avatar-workflow.md))
* Training workloads ([ADR-0058](0058-training-strategy-cpu-dgx-spark.md)) would benefit from a GPU-accelerated worker * The Kasm Blender workflow from ADR-0062 remains available as a fallback (browser-based, no local install required)
* ARM64 architecture requires compatible Python packages and model formats * ray cluster GPU fleet is fully allocated and stable — adding MPS complexity is not justified
## Considered Options ## Considered Options
1. **External Ray worker on macOS** — run a Ray worker process natively on waterdeep that connects to the cluster Ray head over the network 1. **Local AI agent on waterdeep** — Blender + BlenderMCP + VS Code natively on macOS, promoting assets to gravenhollow via NFS/rclone
2. **Linux VM on Mac** — run UTM/Parallels VM with Linux, join as a Kubernetes node 2. **External Ray worker on macOS** (original proposal) — join the Ray cluster for inference and training
3. **K3s agent on macOS** — run K3s directly on macOS via Docker Desktop 3. **Keep Kasm-only workflow** — rely entirely on the browser-based Kasm Blender workstation from ADR-0062
## Decision Outcome ## Decision Outcome
Chosen option: **Option 1 — External Ray worker on macOS**, because Ray natively supports heterogeneous workers joining over the network. This avoids the complexity of running Kubernetes on macOS, lets waterdeep remain a development workstation, and leverages Apple Silicon MPS acceleration transparently through PyTorch. Chosen option: **Option 1 — Local AI agent on waterdeep**, because the Mac Mini's Metal GPU makes it dramatically better for 3D work than CPU-rendered Kasm, the Ray cluster doesn't need another worker, and the local workflow eliminates network latency between VS Code, the MCP server, and Blender.
### Positive Consequences ### Positive Consequences
* Zero Kubernetes overhead on waterdeep — remains a usable dev workstation * Metal GPU acceleration — real-time Eevee viewport, GPU-accelerated Cycles rendering, smooth 60fps sculpting
* 48 GB unified memory available for models (vs split VRAM/RAM on discrete GPUs) * Zero-latency MCP — BlenderMCP socket (localhost:9876) has no network hop, instant command execution
* MPS GPU acceleration for both inference and training * 48 GB unified memory — large Blender scenes, multiple VRM models open simultaneously, no swap pressure
* Adds a 5th GPU class to the Ray fleet (Apple MPS alongside ROCm, CUDA, Intel, RDNA2) * VS Code + Copilot agent mode runs natively with full local context for both code and Blender commands
* Training jobs ([ADR-0058](0058-training-strategy-cpu-dgx-spark.md)) gain a GPU-accelerated worker * Remaining a dev workstation — avatar creation is a creative dev workflow, not a server workload
* Can run a secondary LLM instance for overflow or A/B testing * Kasm Blender remains available as a browser-based fallback for remote/mobile access
* Quick to set up — single `ray start` command * Simpler than the Ray worker approach — no cluster integration, no GCS port exposure, no experimental MPS backend
* Worker can be stopped/started without affecting the cluster
### Negative Consequences ### Negative Consequences
* Not managed by KubeRay or Flux — requires manual or launchd-based lifecycle management * Blender + add-ons must be installed and maintained locally on waterdeep
* Network dependency — if waterdeep sleeps or disconnects, Ray tasks on it fail * Assets created locally need explicit promotion to gravenhollow (vs Kasm's automatic rclone to Quobyte S3)
* MPS backend has limited operator coverage compared to CUDA/ROCm * waterdeep is a single machine — no redundancy for the 3D creation workflow
* Python environment must be maintained separately (not in a container image) * Not managed by Kubernetes or GitOps — relies on manual or Homebrew-managed tooling
* No Longhorn storage — model cache managed locally or via NFS mount from gravenhollow (nfs-fast)
* Monitoring not automatically scraped by Prometheus (needs node-exporter or push gateway)
## Pros and Cons of the Options ## Pros and Cons of the Options
### Option 1: External Ray worker on macOS ### Option 1: Local AI agent on waterdeep
* Good, because Ray is designed for heterogeneous multi-node clusters * Good, because Metal GPU acceleration makes Blender usable for real 3D work (sculpting, rendering, material preview)
* Good, because no VM overhead — full access to Metal/MPS and unified memory * Good, because localhost MCP socket eliminates all network latency
* Good, because waterdeep remains a functional dev workstation * Good, because 48 GB unified memory supports complex scenes without swapping
* Good, because trivial to start/stop (single process) * Good, because no experimental backends (MPS/vLLM) — using Blender's mature Metal renderer
* Bad, because not managed by Kubernetes or GitOps * Good, because waterdeep stays a dev workstation, aligning with its named role
* Bad, because requires manual Python environment management * Bad, because local-only — no browser-based remote access (use Kasm for that)
* Bad, because MPS support in vLLM is experimental * Bad, because manual tool installation (Blender, VRM add-on, BlenderMCP)
* Bad, because asset promotion to gravenhollow requires explicit action
### Option 2: Linux VM on Mac ### Option 2: External Ray worker on macOS (original proposal)
* Good, because would be a standard Kubernetes node * Good, because adds GPU compute to the Ray cluster
* Good, because managed by KubeRay like other workers * Good, because training jobs gain MPS acceleration
* Bad, because VM overhead reduces available memory (hypervisor, guest OS) * Bad, because vLLM MPS backend is experimental — not production-ready
* Bad, because no MPS/Metal GPU passthrough to Linux VMs on Apple Silicon * Bad, because adds a 5th GPU class (MPS) to an already complex fleet
* Bad, because complex to maintain (VM lifecycle, networking, storage) * Bad, because Ray GCS port exposure adds security surface
* Bad, because wastes the primary advantage (Apple Silicon GPU) * Bad, because doesn't address the actual unmet need (3D avatar creation)
* Bad, because waterdeep becomes a server, degrading its dev workstation role
### Option 3: K3s agent on macOS ### Option 3: Kasm-only workflow
* Good, because Kubernetes-native, managed by Flux * Good, because browser-based — usable from any device
* Bad, because K3s on macOS requires Docker Desktop (resource overhead) * Good, because no local installation required
* Bad, because container networking on macOS is fragile * Bad, because CPU-rendered Blender inside DinD — poor viewport performance
* Bad, because MPS device access from within Docker containers is unreliable * Bad, because network latency between VS Code and Blender socket
* Bad, because not a supported K3s configuration * Bad, because limited memory inside Kasm container
* Bad, because no GPU acceleration for rendering or sculpting
## Architecture ## Architecture
``` ```
┌───────────────────────────────────────────────────────────────────────── ┌─────────────────────────────────────────────────────────────────────────┐
Kubernetes Cluster (Talos) waterdeep (Mac Mini M4 Pro · 48 GB unified · Metal GPU)
│ │
│ ┌──────────────────────────────────────────────────────────────────┐ │ ┌──────────────────────────────────────────────────────
│ │ RayService (ai-inference) — KubeRay managed │ │ VS Code + GitHub Copilot (agent mode) │
│ │ │ │
│ │ Head: wulfgar │ │ BlenderMCP Server (uvx blender-mcp)
│ │ Workers: khelben (ROCm), elminster (CUDA), │ │ │ │ DISABLE_TELEMETRY=true
│ │ drizzt (RDNA2), danilo (Intel) │ │ │ │
└──────────────────────┬───────────────────────────────────────────┘ │ │ TCP localhost:9876 (zero latency) │
│ Ray GCS (port 6379)
└─────────┬────────────────────────────────────────────┘
└─────────────────────────┼────────────────────────────────────────────────┘ │ │ │
│ Home network (LAN) ┌─────────▼────────────────────────────────────────────┐ │
│ │ Blender 4.x (native macOS) │
┌─────────────────────────┼────────────────────────────────────────────────┐ │ │ │ │
waterdeep (Mac Mini M4 Pro) │ Renderer: Metal (Eevee real-time + Cycles GPU)
│ Add-ons:
┌──────────────────────▼───────────────────────────────────────────┐ │ • BlenderMCP (addon.py) — socket server :9876 │
│ │ External Ray Worker (ray start --address=...) │ │ • VRM Add-on for Blender — import/export VRM │
│ │ │ │
│ │ • 12-core CPU (8P + 4E) + 16-core Neural Engine │ │ │ │ Working files: ~/blender-avatars/
│ │ • 48 GB unified memory (shared CPU/GPU) │ │ ├── projects/ (.blend source files)
│ │ • MPS (Metal) GPU backend via PyTorch │ │ ├── exports/ (.vrm exported models)
│ │ • Custom resource: gpu_apple_mps: 1 │ │ └── textures/ (shared texture library) │
│ │ └──────────────────────────────────────────────────────┘
│ Workloads:
│ ├── Inference: secondary LLM (7B30B), overflow serving NFS mount or rclone
│ └── Training: LoRA/QLoRA fine-tuning via Ray Train (asset promotion)
└──────────────────────────────────────────────────────────────────┘ └──────────────────────────┼──────────────────────────────────────────────┘
Model cache: ~/Library/Caches/huggingface + NFS mount (gravenhollow) │
└────────────────────────────────────────────────────────────────────────── ─────────────────────────────────────────────────────────────────────────
│ gravenhollow.lab.daviestechlabs.io │
│ (TrueNAS Scale · All-SSD · Dual 10GbE · 12.2 TB) │
│ │
│ NFS: /mnt/gravenhollow/kubernetes/avatar-models/ │
│ ├── Seed-san.vrm (default model) │
│ ├── Companion-A.vrm (promoted from waterdeep) │
│ └── animations/ (shared animation clips) │
│ │
│ S3 (RustFS): avatar-models bucket │
│ (same data, served via Cloudflare Tunnel for remote users) │
└──────────────────────────┬──────────────────────────────────────────────┘
┌────────────┴───────────────┐
│ │
NFS (nfs-fast PVC) Cloudflare Tunnel
│ (assets.daviestechlabs.io)
▼ │
┌──────────────────────────┐ ▼
│ companions-frontend │ ┌──────────────────────────┐
│ (Kubernetes pod) │ │ Remote users (CDN-cached │
│ LAN users │ │ via Cloudflare edge) │
└──────────────────────────┘ └──────────────────────────┘
``` ```
## Updated GPU Fleet
| Node | GPU | Backend | Memory | Custom Resource | Workload |
|------|-----|---------|--------|-----------------|----------|
| khelben | Strix Halo | ROCm | 128 GB unified | `gpu_strixhalo: 1` | vLLM 70B |
| elminster | RTX 2070 | CUDA | 8 GB VRAM | `gpu_nvidia: 1` | Whisper + TTS |
| drizzt | Radeon 680M | ROCm | 12 GB VRAM | `gpu_rdna2: 1` | Embeddings |
| danilo | Intel Arc | i915/IPEX | ~6 GB shared | `gpu_intel: 1` | Reranker |
| **waterdeep** | **M4 Pro** | **MPS (Metal)** | **48 GB unified** | **`gpu_apple_mps: 1`** | **LLM (7B30B) + Training** |
## Implementation Plan ## Implementation Plan
### 1. Network Prerequisites ### 1. Install Blender and Add-ons
waterdeep must be able to reach the Ray head node's GCS port:
```bash ```bash
# From waterdeep, verify connectivity # Install Blender via Homebrew
nc -zv <ray-head-ip> 6379 brew install --cask blender
# Download BlenderMCP add-on
curl -LO https://raw.githubusercontent.com/ahujasid/blender-mcp/main/addon.py
# Install in Blender:
# Edit > Preferences > Add-ons > Install... > select addon.py
# Enable "Interface: Blender MCP"
# Install VRM Add-on for Blender:
# Download from https://vrm-addon-for-blender.info/en/
# Edit > Preferences > Add-ons > Install... > select VRM add-on zip
# Enable "Import-Export: VRM"
``` ```
The Ray head service (`ai-inference-raycluster-head-svc`) is ClusterIP-only. Options to expose it: ### 2. VS Code MCP Configuration
| Approach | Complexity | Recommended | ```json
|----------|-----------|-------------| // .vscode/mcp.json (in companions-frontend or global settings)
| NodePort service on port 6379 | Low | For initial setup | {
| Envoy Gateway TCPRoute | Medium | For production use | "servers": {
| Tailscale/WireGuard mesh | Medium | If already in use | "blender": {
"command": "uvx",
"args": ["blender-mcp"],
"env": {
"BLENDER_HOST": "localhost",
"BLENDER_PORT": "9876",
"DISABLE_TELEMETRY": "true"
}
}
}
}
```
### 2. Python Environment on waterdeep ### 3. Python Environment for BlenderMCP
```bash ```bash
# Install uv (per ADR-0012) # Install uv (per ADR-0012)
curl -LsSf https://astral.sh/uv/install.sh | sh curl -LsSf https://astral.sh/uv/install.sh | sh
# Create Ray worker environment # uvx handles the BlenderMCP server environment automatically
uv venv ~/ray-worker --python 3.12 # Verify it works:
source ~/ray-worker/bin/activate uvx blender-mcp --help
# Install Ray with ML dependencies
uv pip install "ray[default]==2.53.0" torch torchvision torchaudio \
transformers accelerate peft bitsandbytes \
ray-serve-apps # internal package from Gitea PyPI
# Verify MPS availability
python -c "import torch; print(torch.backends.mps.is_available())"
``` ```
### 3. Start Ray Worker ### 4. NFS Mount for Asset Promotion
Mount gravenhollow's avatar-models directory for direct promotion of finished VRM exports:
```bash ```bash
# Join the cluster with custom resources # Create mount point
ray start \ sudo mkdir -p /Volumes/avatar-models
--address="<ray-head-ip>:6379" \
--num-cpus=12 \ # Mount gravenhollow NFS (all-SSD, dual 10GbE)
--num-gpus=1 \ sudo mount -t nfs \
--resources='{"gpu_apple_mps": 1}' \ gravenhollow.lab.daviestechlabs.io:/mnt/gravenhollow/kubernetes/avatar-models \
--block /Volumes/avatar-models
# Add to /etc/auto_master for persistent mount (macOS autofs)
# /Volumes/avatar-models -fstype=nfs gravenhollow.lab.daviestechlabs.io:/mnt/gravenhollow/kubernetes/avatar-models
``` ```
### 4. launchd Service (Persistent) Alternatively, use rclone for S3-based promotion:
```xml
<!-- ~/Library/LaunchAgents/io.ray.worker.plist -->
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN"
"http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>Label</key>
<string>io.ray.worker</string>
<key>ProgramArguments</key>
<array>
<string>/Users/billy/ray-worker/bin/ray</string>
<string>start</string>
<string>--address=RAY_HEAD_IP:6379</string>
<string>--num-cpus=12</string>
<string>--num-gpus=1</string>
<string>--resources={"gpu_apple_mps": 1}</string>
<string>--block</string>
</array>
<key>RunAtLoad</key>
<true/>
<key>KeepAlive</key>
<true/>
<key>StandardOutPath</key>
<string>/tmp/ray-worker.log</string>
<key>StandardErrorPath</key>
<string>/tmp/ray-worker-error.log</string>
<key>EnvironmentVariables</key>
<dict>
<key>PATH</key>
<string>/Users/billy/ray-worker/bin:/usr/local/bin:/usr/bin:/bin</string>
</dict>
</dict>
</plist>
```
```bash ```bash
launchctl load ~/Library/LaunchAgents/io.ray.worker.plist # Install rclone
brew install rclone
# Configure gravenhollow RustFS endpoint
rclone config create gravenhollow s3 \
provider=Other \
endpoint=https://gravenhollow.lab.daviestechlabs.io:30292 \
access_key_id=<key> \
secret_access_key=<secret>
# Promote a finished VRM
rclone copy ~/blender-avatars/exports/Companion-A.vrm gravenhollow:avatar-models/
``` ```
### 5. Model Cache via NFS ### 5. Avatar Creation Workflow (waterdeep)
Mount the gravenhollow NFS share on waterdeep so models are shared with the cluster via the fast all-SSD NAS: 1. **Open Blender** on waterdeep (native Metal-accelerated)
2. **Enable BlenderMCP** → 3D View sidebar → "BlenderMCP" tab → click "Connect"
3. **Open VS Code** with Copilot agent mode — BlenderMCP server starts automatically
4. **Create avatars** using AI-assisted prompts:
- _"Create an anime-style character with silver hair and a mage outfit"_
- _"Apply metallic blue material to the staff"_
- _"Rig this character for VRM export with standard humanoid bones"_
- _"Export as VRM to ~/blender-avatars/exports/Silver-Mage.vrm"_
5. **Preview** in real-time — Metal GPU renders Eevee viewport at 60fps
6. **Promote** the finished VRM to gravenhollow:
```bash
cp ~/blender-avatars/exports/Silver-Mage-v1.vrm /Volumes/avatar-models/
```
7. **Register** in companions-frontend — update `AllowedAvatarModels` in Go and JS allowlists, commit
```bash ### 6. Workflow Comparison: waterdeep vs Kasm
# Mount gravenhollow NFS share (all-SSD, dual 10GbE)
sudo mount -t nfs gravenhollow.lab.daviestechlabs.io:/mnt/gravenhollow/kubernetes/models \
/Volumes/model-cache
# Or add to /etc/fstab for persistence | Aspect | waterdeep (local) | Kasm (browser) |
# gravenhollow.lab.daviestechlabs.io:/mnt/gravenhollow/kubernetes/models /Volumes/model-cache nfs rw 0 0 |--------|-------------------|----------------|
| **GPU rendering** | Metal 16-core GPU — Eevee real-time, Cycles GPU | CPU-only software rendering |
# Symlink to HuggingFace cache location | **Viewport FPS** | 60fps (Metal) | 515fps (CPU rasterisation) |
ln -s /Volumes/model-cache ~/.cache/huggingface/hub | **MCP latency** | localhost socket — sub-millisecond | Network hop to Kasm container |
``` | **Memory** | 48 GB unified, shared with GPU | Limited by Kasm container allocation |
| **Sculpting** | Smooth, hardware-accelerated | Laggy, CPU-bound |
### 6. Ray Serve Deployment Targeting | **Asset promotion** | NFS mount or rclone to gravenhollow | Auto rclone to Quobyte S3 → manual promote to gravenhollow |
| **Access** | Local only (waterdeep physical/VNC) | Any browser, anywhere |
To schedule a deployment specifically on waterdeep, use the `gpu_apple_mps` custom resource in the RayService config: | **Setup** | Homebrew + manual add-on install | Pre-baked in Kasm image |
| **Use when** | Primary creation workflow | Remote access, quick edits, mobile |
```yaml
# In rayservice.yaml serveConfigV2
- name: llm-secondary
route_prefix: /llm-secondary
import_path: ray_serve.serve_llm:app
runtime_env:
env_vars:
MODEL_ID: "Qwen/Qwen2.5-32B-Instruct-AWQ"
DEVICE: "mps"
MAX_MODEL_LEN: "4096"
deployments:
- name: LLMDeployment
num_replicas: 1
ray_actor_options:
num_gpus: 0.95
resources:
gpu_apple_mps: 1
```
### 7. Training Integration
Ray Train jobs from [ADR-0058](0058-training-strategy-cpu-dgx-spark.md) will automatically discover waterdeep as an available worker. To prefer it for GPU-accelerated training:
```python
# In cpu_training_pipeline.py — updated to prefer MPS when available
trainer = TorchTrainer(
train_func,
scaling_config=ScalingConfig(
num_workers=1,
use_gpu=True,
resources_per_worker={"gpu_apple_mps": 1},
),
)
```
## Monitoring
Since waterdeep is not a Kubernetes node, standard Prometheus scraping won't reach it. Options:
| Approach | Notes |
|----------|-------|
| Prometheus push gateway | Ray worker pushes metrics periodically |
| Node-exporter on macOS | Homebrew `node_exporter`, scraped by Prometheus via static target |
| Ray Dashboard | Already shows all connected workers (ray-serve.lab.daviestechlabs.io) |
The Ray Dashboard at `ray-serve.lab.daviestechlabs.io` will automatically show waterdeep as a connected node with its resources, tasks, and memory usage — no additional configuration needed.
## Power Management
To prevent macOS from sleeping and disconnecting the Ray worker:
```bash
# Disable sleep when on power adapter
sudo pmset -c sleep 0 displaysleep 0 disksleep 0
# Or use caffeinate for the Ray process
caffeinate -s ray start --address=... --block
```
## Security Considerations ## Security Considerations
* Ray's GCS port (6379) will be exposed outside the cluster — restrict with firewall rules to waterdeep's IP only * BlenderMCP's `execute_blender_code` runs arbitrary Python in Blender — review AI-generated code before execution, especially file I/O operations
* The Ray worker has no RBAC — it executes whatever tasks the head assigns * Telemetry disabled via `DISABLE_TELEMETRY=true` in MCP server config
* Model weights on NFS are read-only from waterdeep (mount with `ro` option if possible) * BlenderMCP socket (port 9876) bound to localhost — not exposed to the network
* NFS traffic to gravenhollow traverses the LAN — ensure dual 10GbE links are active * NFS traffic to gravenhollow traverses the LAN — no sensitive data in VRM files
* Consider Tailscale or WireGuard for encrypted transport if the Ray GCS traffic crosses untrusted network segments * waterdeep has no cluster access — compromise doesn't impact Kubernetes workloads
* `.blend` source files stay local on waterdeep; only finished VRM exports are promoted to gravenhollow
## Future Considerations ## Future Considerations
* **DGX Spark** ([ADR-0058](0058-training-strategy-cpu-dgx-spark.md)): When acquired, waterdeep can shift to secondary inference while DGX Spark handles training * **DGX Spark** ([ADR-0058](0058-training-strategy-cpu-dgx-spark.md)): When acquired, DGX Spark handles training; waterdeep remains the 3D creation workstation
* **vLLM MPS maturity**: As vLLM's MPS backend matures, waterdeep could serve larger models more efficiently * **Blender + MLX**: Apple's MLX framework could power local AI-generated textures or mesh deformation directly in Blender — worth evaluating as Blender add-ons mature
* **MLX backend**: Apple's MLX framework may provide better performance than PyTorch MPS for some workloads — worth evaluating as an alternative serving backend * **Automated promotion**: A file watcher (fswatch/launchd) could auto-promote VRM exports from `~/blender-avatars/exports/` to gravenhollow when a new file appears
* **Second Mac Mini**: If another Apple Silicon node is added, the external-worker pattern scales trivially * **VRM validation**: Add a pre-promotion check script that validates VRM humanoid rig completeness, expression morphs, and viseme shapes before copying to gravenhollow
## Links ## Links
* [Ray Clusters — Adding External Workers](https://docs.ray.io/en/latest/cluster/vms/getting-started.html) * Related: [ADR-0062](0062-blender-mcp-3d-avatar-workflow.md) — BlenderMCP 3D avatar workflow (Kasm + deployment architecture)
* [PyTorch MPS Backend](https://pytorch.org/docs/stable/notes/mps.html) * Related: [ADR-0046](0046-companions-frontend-architecture.md) — Companions frontend architecture (Three.js + VRM avatars)
* [vLLM Apple Silicon Support](https://docs.vllm.ai/en/latest/) * Related: [ADR-0026](0026-storage-strategy.md) — Storage strategy (gravenhollow NFS-fast)
* Related: [ADR-0005](0005-multi-gpu-strategy.md) — Multi-GPU strategy * Related: [ADR-0037](0037-node-naming-conventions.md) — Node naming conventions (waterdeep)
* Related: [ADR-0011](0011-kuberay-unified-gpu-backend.md) — KubeRay unified GPU backend * Related: [ADR-0012](0012-use-uv-for-python-development.md) — uv for Python development
* Related: [ADR-0024](0024-ray-repository-structure.md) — Ray repository structure * [BlenderMCP GitHub](https://github.com/ahujasid/blender-mcp)
* Related: [ADR-0035](0035-arm64-worker-strategy.md) — ARM64 worker strategy * [Blender Metal GPU Rendering](https://docs.blender.org/manual/en/latest/render/cycles/gpu_rendering.html)
* Related: [ADR-0037](0037-node-naming-conventions.md) — Node naming conventions * [VRM Add-on for Blender](https://vrm-addon-for-blender.info/en/)
* Related: [ADR-0058](0058-training-strategy-cpu-dgx-spark.md) — Training strategy * [@pixiv/three-vrm](https://github.com/pixiv/three-vrm)

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@@ -437,6 +437,7 @@ VRM files are immutable once promoted — updated models get a new filename (e.g
* Related to [ADR-0026](0026-storage-strategy.md) (storage strategy — gravenhollow NFS-fast, Quobyte S3, rclone) * Related to [ADR-0026](0026-storage-strategy.md) (storage strategy — gravenhollow NFS-fast, Quobyte S3, rclone)
* Related to [ADR-0044](0044-dns-and-external-access.md) (DNS and external access — Cloudflare Tunnel, split-horizon) * Related to [ADR-0044](0044-dns-and-external-access.md) (DNS and external access — Cloudflare Tunnel, split-horizon)
* Related to [ADR-0049](0049-self-hosted-productivity-suite.md) (Kasm Workspaces) * Related to [ADR-0049](0049-self-hosted-productivity-suite.md) (Kasm Workspaces)
* Related to [ADR-0059](0059-mac-mini-ray-worker.md) (waterdeep as local AI agent — primary 3D creation workstation with Metal GPU)
* [BlenderMCP GitHub](https://github.com/ahujasid/blender-mcp) * [BlenderMCP GitHub](https://github.com/ahujasid/blender-mcp)
* [VRM Add-on for Blender](https://vrm-addon-for-blender.info/en/) * [VRM Add-on for Blender](https://vrm-addon-for-blender.info/en/)
* [VRM Specification](https://vrm.dev/en/) * [VRM Specification](https://vrm.dev/en/)