Immediate issues on first try.

Hello,

I just downloaded the Krak for Maya plugin, and I had two major issues from the get go. First off is that it loads the Realflow BIN files on a Z-up axis as in Max, and not a Y-up like Maya. I poked around and couldn’t find a way to change it outside of changing my Maya Preferences to a Max profile.

Secondly I can’t get Krak to render anything. I load the Bin’s with the loader, and switch my render to Krak and then I get this error…

frameLayout12
// Error: KrakatoaSR: ERROR : The requested address is not valid in its context
//

The “z-up” axis is a bug. Since Krakatoa is coming from max originally it was assuming you’d want BIN files rotated 90 degrees. This is not the case any more, so I will fix it. For the moment, I’d suggest rotating the PRT Loader node 90 degrees, and I’ll hopefully have it all fixed up in the next build.

The “The requested address is not valid in its context” is a socket error. I have never encountered this error before. I suspect it may be related to licensing, but I’m not sure. Are you using a floating license or a static license?

I have all floating licenses on a ten machine farm, but I have only installed the plugin on the Master machine. Also I was only trying to render inside of Maya so it shouldn’t have anything to do with the Node machines.

Humm… would you be able to try something to help me narrow down what the issue might be?

Can you start a new scene, switch to the Krakatoa renderer. In the Krakatoa renderer dialog, try setting the log window level to “Debug” (that option is located at the very bottom of the dialog). Then don’t add anything to scene, just render the empty scene. What is the is all the debug output that you get in the log window?

Followed all of your instructions and I got this error log

// Error: KrakatoaSR: ERROR : The requested address is not valid in its context
//

Next steps?

I’m sorry I haven’t been able to track this one down yet. I have taken out a piece of code that I think might be causing the problem. Can you try uninstalling your existing Krakatoa, and installing the attached version? It will only work in Maya 2012.

Does this latest build give you any errors when rendering?
Was there any other debug information in the log (when you switched the logging level to debug)? Or was that the only message you got?

BOOM! That looks like it has fixed it so far, I am no longer getting the bug, and I can actually render something! Now I have to take some time and make sure I’m setting everything up right because on the first quick render I can see the silhouette of the particles, but they aren’t catching any light. <-------(EDIT this was my error with a light setup not Krak)

Also I still have the watermark all over everything even though I have a license that Edwin sent me. Still, this is huge considering I haven’t been able to test anything up until now.

Oh and the PRT files I imported are now retaining the proper Y-up origin axis so good job fixing that one too!

The reason it’s watermarked is because that version above has no licensing code. it’s perma-watermarked.
OK!.. So I strongly suspect that the issue you are running into is an issue with accessing your license server, and not an internal Krakatoa issue.

I believe the issue may be that you have specified an invalid address for your license server. Or at least, the address you have specified is inaccessible.

It appears that the error you were seeing is a generic networking error saying that the host address (IP) of whatever it’s trying to connect to is invalid. Are you able to ping the machine you specified as your license server? Is the port you used for your license server valid and accessible? If we cut you a node-locked license, would it work? Or would that not be good enough?

Hmmm… I can see the logic behind the license server being the stick in the mud, and I’ll check into it but I also use deadline for everything and it was all connecting fine. Plus the machine I’m testing Krak on happens to be the main machine with the license server that we control all renders from so it shouldn’t be that the machine can’t see itself. Either way I will follow up for you on it so you know. As for the licenses it’s most important for me to be able to render without the watermark. It would be nice to throw it on the farm to test for speeds sake, but if my only option is a node lock to render clean I’ll take it.