Hello, good folk of the forum!
I’m having an issue submitting a render from Maya using Arnold as the renderer.
Every time I submit it is unable to render any frame. It looks like it’s trying but it encounters a lot of (what at least to me) seems like none issues causing it to fail.
I’ve tried both with and without “MayaBatch” and end up with different “final” error codes depending if I use batch or not but the same “non-issue” warnings.
It all seems to stem back to color management warnings, four of the repeating for what I assume are multiple objects or multiple textures. But I just don’t really understand them
We have an OCIO file setup with an environment variable on every machine/node where the variable points to the file laying on a server, don’t know if that helps.
Other general info:
- Running Maya 2018
- Running Deadline 10.0.20.2
- Trying to render with Arnold
Heres the report for the MayaBatch job:
Job_2018-10-24_14-42-26_5bd068b082ac9b2bf0b97148_mayabatch.zip (4.5 KB)
Heres the report for the non-MayaBatch job:
Job_2018-10-24_14-28-38_5bd0657482ac9b2bf0b97143_nonbatch.zip (4.4 KB)
Appologies for not directly pasting them here, it exeeded the maximum word count.
Thanks for your time!
No worries about the attached logs. I prefer that to be honest.
In looking here, I’m in the same boat. I don’t know why Maya would be exiting due to these errors.
If you’re not doing any path mapping, can you try opening the scene in Maya on the render machines and seeing if the UI provides some insight? It seems like the problem is coming up before the scene file has fully loaded, so I’m hoping there’ll be some fancy error message for us if a UI is available.
Hmm, tried to open it on the node I’ve been testing it on and I dont get any UI errors or warnings but I do see that the errors its spitting out in deadline are also appearing in the maya console aswell, so they were never technically deadline specific errors, more maya errors.
I guess I could throw in that earlier another problem was that since some of the assets in the scene are kinda old they contained mental ray nodes and there was freak outs at render time because of that. So I did run a delete unused nodes, ticked off in every category incase there were some old stuff laying around and optimized the scene. After that it hasn’t complained about mental ray atleast, but could there be some stuff I removed that should not have been removed?
As I have seen that this is not specifically a deadline problem I’ll post about it on the autodesk forums aswell and see if someone over as encountered this one before.
Thanks for the quick reply!
I’m actually not sure if removing the old references is safe. I don’t have enough on-the-ground experience with it.
Just for future generations, I’m assuming cleaning up the scene didn’t help it render on the farm?
No. Well as I said before we were having mental rey errors aswell when rendering, so doing this did help remove those, but not with the issue in the original post no. It is something spesific to this certain scene since other scenes using maya and arnold seem to work fine without ever having warnings or errors.
Might go and try to rebuild the scene causing problems and see when problems start occuring.
If I find anything conclusive I’ll be sure to report it back here!
Sounds good! I know in the past, carving out scene elements has helped. I’d go after any plugins you might be using (other than Arnold :D) and see if you can get something out of it, then start splitting the difference until you find it.
Good luck!
So I’m back, after a week (or more) of going through the file I think I’ve finally gotten it nailed down to a few specific things that were tripping up Arnold and deadline.
- As mentioned before, the scene did, in the beginning, contain old models referenced in with mental ray nodes causing issues and errors. Simple enough fix, just clean up unused nodes.
- One of the models in the scene that was acquired from somewhere online was also causing us some issues, however, I don’t know exactly what as the logs refuse to say even with high verbosity but I am suspecting either open or non-manifold geometry tripping up some volume calculations in the scene or there being some material or texture on the model causing some issue somewhere. What ended up allowing the model to render was assigning an Aistandardsurface material to all parts of the model and deleting any mesh lights present.
- For some reason, the scene had ended up with 3 of each AOV. Listed as one in the “Active AOV” list but with three separate entries down in the “AOV list” section further down. I don’t know if this is normal, however after having fixed the other issues the error log was finally willing to be a little more verbose. Since I was rendering to jpeg’s to test with it was complaining about there being multiple of each AOV and them trying to overwrite each other.
So after going through all that the scene is now rendering!
I don’t know if it has any significance, but I’ll add in the submission settings I am running here as well:
-
On Complete - Nothing
-
Submit Suspended - False
-
AWS Precache - False
-
Machine list is Blacklist - False
-
Frame list - 1-100 (My sequences timeline length)
-
Frame pr. task - 1
-
Camera - cam001 (My render camera)
-
Auto cam tag disable - True
-
Project path - Set to my projects server location (ex. Server\folder\folder\projectfolder)
-
Output path - Set to my output server location (ex. Server\folder\folder\outputfolder)
-
Maya Build - 64Bit
-
Use mayabatch plugin - Both works (MayaBatch is obviously faster as it does not have to load the scene each time but from what I’ve experienced it seems to only want to give one error title regardless of what the issue is, with it off I got a lot more varied error titles.)
-
Strict error checking - True
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Submit Maya scene - True
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Ignore error 211 - False
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Thread limit - 0
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Frame offset - 0
-
Arnold verbosity - 2
A little random what I wrote down and did not, but anything not mentioned here was set to default, most of it defaulted to off. Anything I changed from default is noted above.
Not sure if this makes any sense but hopefully, maybe, if someone has this problem in the future this can help them out.
Nicely done! Even if it doesn’t help directly, I’ve learned that “delete unused nodes” is a thing and that you can have duplicate AOVs defined in a scene!
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