We’re having problems running a Deadline 3DS Max 2017 render on 4 PCs within our 11 PC network. All other PCs rendered with no settings needing tweaking after Deadline install.
Three PCs (BTA-01, BTA-08 and BTA-10) report: Failed to create output directory.
They both have full access to the server folders and can individually run the render.
Already tried the reported on this post: 3dsmax: Failed to create output directory.
One PC (BTA-07) reports: 3dsmax: Failed to load max file.
This PC can also render the project locally.
Individual error logs to be shared on the following separate entries.
Error: Failed to create output directory “F:\TEST_DEADLINE”. The path may be invalid or permissions may not be sufficient.
en Deadline.Plugins.PluginWrapper.StartJob(String& outMessage, AbortLevel& abortLevel)
=======================================================
Type
en Deadline.Plugins.SandboxedPlugin.d(DeadlineMessage ayn)
en Deadline.Plugins.SandboxedPlugin.StartJob(Job job)
en Deadline.Slaves.SlaveRenderThread.c(TaskLogWriter adc)
en Deadline.Plugins.SandboxedPlugin.d(DeadlineMessage ayn)
en Deadline.Plugins.SandboxedPlugin.StartJob(Job job)
en Deadline.Slaves.SlaveRenderThread.c(TaskLogWriter adc)
Error: Failed to create output directory “F:\TEST_DEADLINE”. The path may be invalid or permissions may not be sufficient.
en Deadline.Plugins.PluginWrapper.StartJob(String& outMessage, AbortLevel& abortLevel)
=======================================================
Type
en Deadline.Plugins.SandboxedPlugin.d(DeadlineMessage ayn)
en Deadline.Plugins.SandboxedPlugin.StartJob(Job job)
en Deadline.Slaves.SlaveRenderThread.c(TaskLogWriter adc)
Error: Failed to create output directory “F:\TEST_DEADLINE”. The path may be invalid or permissions may not be sufficient.
en Deadline.Plugins.PluginWrapper.StartJob(String& outMessage, AbortLevel& abortLevel)
=======================================================
Type
en Deadline.Plugins.SandboxedPlugin.d(DeadlineMessage ayn)
en Deadline.Plugins.SandboxedPlugin.StartJob(Job job)
en Deadline.Slaves.SlaveRenderThread.c(TaskLogWriter adc)
It appears that both errors contain paths that include mapped drives (F:, P:). There is a chance that the Deadline client software might not be able to access these mapped drives depending on how it is installed and configured (e.g. what user account it is running under, whether it is running as a service or as an application, etc.)
To avoid such issues, we offer the ability to (re-)map drive letters on Windows render nodes before rendering starts:
While I am not claiming that this will solve your problems, it would be a good idea to configure the Mapped Drives section of the Deadline Repository settings, and see if things will improve.
I see that Mapped Drives were already suggested by Charles in the other thread you mentioned. But since the first error clearly complains about possible permissions issue, I had to ask to make sure you are mapping F: on those machines with the right credentials.
Got three of them working (BTA-01, BTA-08 and BTA-10) with the output directory failure.
I had previously gone through those steps, but this time I decided to start from scratch by resetting all shared drives; starting from a Windows Level, then Third Party, ending with Deadline. Steps I took:
Removed previously set Deadline Drive Paths.
Removed all Windows Credentials related to the shared drives.
Deactivated Network Drive Manager from Suncross. Used it to reconnect drives every minute. Tried with and without, but this was not the problem.
Mapped network drives again, ensuring use of different credentials, which are the server’s credentials.
Setup Drive Paths on Deadline again.
Now all that is left is figuring out BTA-07, which has a MAX loading issue. Noticed the PC has a tiny 3GB left of space. Doubt that would be a problem, but I’ll check if it is. Other than that, I’ll try deactivating Windows UAC.
Mental Ray is installed in the programs list of BTA-07, but the Plugins folder is nowhere to be found. I did a quick test by copying the Plugins folder from another PC and it worked.
We’ll still reinstall 3DS Max 2017 from scratch, just to make sure we’re not missing anything else.