I’m having some difficulties getting Arnold to render properly through Deadline. It keeps failing on the export job and doesn’t get to the standalone Arnold job.
Hi James,
I believe this issue was also reported by someone else this week and a developer is already looking into as of late last night. I will add this thread to our internal ticket so we can keep track here and get this fixed ASAP for you.
We have always supported the direct rendering of your Maya scene file via your chosen renderer. So you just don’t select to submit an “Export” job at job submission time. With renderer only jobs, a few options are available, depending on renderer chosen. In the case of Arnold, we just expose a log verbosity override: docs.thinkboxsoftware.com/produc … ic-options
The downside using the above technique is Maya is needed to be started, the potentially large scene file is opened into memory and then your chosen renderer tries to open and render your scene data. That isn’t ever going to be the most memory efficient way of doing it. Hence, bake to *.ass and then kick the *.ass file.
I should also note an important licensing caveat that Arnold inside Maya is ONLY licensed to work in GUI mode, so our Maya plugin’s would fail to render, unless you own network render licenses of Arnold.
Hi Mike,
Thanks for the breakdown and the tip. Ultimately I would want to run the export job to save time and memory. But I’m trying to get a handle on rendering out of Maya through Deadline since there seems to be a few ways to do so. We currently use Modo as our Main renderer (which is very straight forward) but have bought an Arnold license to test it out as a possible alternative. I’ll wait on the results on the ticket before moving forward.
Just curious. Is this the same bug you spoke of before? This was from me trying to submit a “Maya Render Job” with Arnold set as the renderer (rather than an export job).
So there’s some more context here. I’m sure you guys are already aware of most of this. But I want to post my experiences for posterity.
When I try to submit my Maya job I get the following error:
running deadline command: -GetCurrentUserHomeDirectory
running deadline command: -getmaximumpriority
// Error: file: O:/Assets/Animation_Share/Maya/Modules/VISMO_Deadline/Maya2017/scripts/VISMO_SubmitMayaToDeadline.mel line 1573: Number of arguments on call to getRenderableCameras does not match number of parameters in procedure definition. //
// Error: file: O:/Assets/Animation_Share/Maya/Modules/VISMO_Deadline/Maya2017/scripts/VISMO_SubmitMayaToDeadline.mel line 4000: Error evaluating argument at position 1 in procedure "CheckSlashes". //
The only way I can get the job to go to the next step is to manually run that bit of Mel script that checks for the camera in the Maya script editor. For some reason this then allows the submit script to successfully run. But at this point Maya already has a hold on the maya_deadline_info.job file and thus this is why I’m getting the error I posted above. Because the script didn’t complete, it never told Maya to release it’s hold on that file. So I have to manually force Maya to unlock that file.
So the only way i can get the job to render is to a) manually run the chunk of code from the submitter script, then b) unblock that .job file from Maya.
But then once the job reaches the farm I get the same errors that I originally posted about. This is also only happening in Maya 2017.
Hi James,
I see that you are using a custom submitter in your Maya: “VISMO_SubmitMayaToDeadline.mel”. We have already fixed this in our code, as Autodesk introduced a function with the same name as our function. I think if you are running a forked copy of our code, you will need to do a diff-compare what changes we have made per version to bring your custom code inline again.
Ah yes. It’s not really a custom code. I was going to attempt to customize it, but the thought of converting thousands of line of Mel code into Python scared me off of that idea. The custom name is just a legacy of that attempt. I’ll copy over the latest submitter script and try again.
I am not sure about others, but I think we were waiting to see how the stock submitter worked for you, as the last we heard you were going revert to that which we had fixed things in. Can you advise how that went, and if things changed at all? Thanks.
The only modifications I made to the stock Maya submitter was to change the functionality so that it didn’t create it’s own custom Maya tool shelf. All other functionality is the same. Mike had mentioned earlier in this thread that there was an outstanding bug on this issue.
For reference, I am trying to submit a very basic Maya test scene I got from the Solid Angle site. I’ve attached the error log and the Maya scene.
I’ll see about getting 2017 stood up on the support machine for testing. We fixed the code problems that lead to the first error report, but I don’t think we hit the Arnold export issues yet.
So, I know there are licensing issues with Arnold in 2017 as you can’t run it in batch mode without an additional license (I’ve tried via the Batch Render in the Maya UI).
I played around with the idea of just doing an export job since that would hopefully allow the old Arnold licensing, but I can’t find kick in the Maya install directory so that’s definitely out.
We do have a license that we bought for testing and evaluation…which is why I’m so eager to get it working. If you want me to run some tests let me know. I could do a call or a Teamviewer session.
I dunno man. I’ll be free tomorrow for a call, but it’s not looking promising from within Maya:
// Warning: file: C:/Program Files/Autodesk/Maya2017/scripts/others/batchRenderOptions.mel line 19: Renderer “arnold” does not provide batch rendered options.
I’m still getting RLM errors on this side… Want to give me a call at 3:00pm over here tomorrow? That’ll be about 1:00pm PST.