AWS Thinkbox Discussion Forums

Maya render jobs don't obey Pixel Aspect Ratio

Hi Ryan,

I have been battling an annoying little bug. The most recent Deadline doesn’t play nice with RenderLayers and Pixel Aspect Ratios it seems. I have a scene, well several really, that have a beauty pass/renderlayer and then a matte renderlayer that has loads of contribution maps. When I sent any of them to the farm, the job options tell me, that the device aspect is 1,7777 (I’m rendering 1080p) and I don’t get any info on the pixel aspect. However, when I look at a rendered frame in Nuke, it comes in as 1920x1080 with a pixel aspect of 0,5624. Also in some cases the camera field doesn’t quite match the beauty pass.

When I submit the scene by hand or via the Maya GUI, all renderlayers come out as expected.

What can I give you that will help you track down this thing? The scenes themselves are quite heavy, but if need be, I could try and import all the references so you can have a look. That’ll be a Maya Binary of about 500MB.

Can you resubmit the job with the “Use MayaBatch” option disabled, and then send us a log from a job that produced the incorrect output? We can look at the command line arguments to see what might be going wrong.

Thanks!

  • Ryan

Attached is the log file of the last try from yesterday evening. However, while I am sure it also has the pixel aspect problem (camera aspect gets reported as 1 instead of 1.7777 as it should be), this render has a much more severe problem. I canceled it after 2,5h spent on the first frame on my both of my two test machines. When I submitted it manually via terminal, the frames rendered in 4-6min.

This is the commandline I used:

/Applications/Autodesk/maya2012/Maya.app/Contents/bin/Render -r mr -proj "/Volumes/ProjectsRaid/WorkingProjects/peri/peri_2012-001_scs" -art -mem 5500 -at -rl masterLayer -v 5 -s 1 -e 313 "/Volumes/ProjectsRaid/WorkingProjects/peri/peri_2012-001_scs/work/maya/scenes/05_render/sh040_variantenwall/rndr_sh040_variantenwall_v02.mb"

deadlineslave_Happy(Happy)-2012-03-14-0004.log.zip (98.6 KB)

The log is from a MayaBatch job. We needed it from a MayaCmd job to make sure we’re not screwing up the command line arguments. The MayaBatch plugin is built up based on the correct command line arguments, which is why we always fall back on MayaCmd for debugging.

Based on the log you posted, the slave thinks the job was deleted at some point:

We have safeguards in place to protect against false positives if the repository becomes disconnected. In order to be in this state, both the repository root and the jobs folder were accessible, but the job itself was not. Was your network under heavy load when this happened?

Ack, sorry, I just realized I misread part of your post. I’m assuming you deleted the job at that point. :slight_smile:

It basically looks like Maya got stuck here. It looks like Mentalray had a problem automatically detecting the memory limit:

So your job was rendering with a limit of 128 MB of RAM. That could explain why it got stuck.

Ok, that might explain it. However, I don’t see a way to set a memory limit per machine and a global memory limit on a job won’t do me any good, since all our machines have a pretty wide variety of RAM. From 4GB up to 12GB. Maybe you could implement that for future releases. Deadline already knows how much RAM a slave has. Maybe let me specify a percentage of that for rendering and honor that when I set a switch in the Maya submission dialogue.

Anyway, I think I found another log from two days or so ago when I first noticed the pixel aspect problem. Unfortunately, again rendered with MayaBatch. I’ll try and send a render off tomorrow without the MayaBatch plugin and see how that goes.
deadlineslave_Happy(Happy)-2012-03-12-0001_clipped.log.zip (125 KB)

That’s the thing. You shouldn’t have to set a hard memory limit when using Mentalray’s auto memory limit setting (which you are already doing based on the log you posted):

So for whatever reason, Mentalray isn’t calculating the memory limit properly in this case.

It actually is a known bug for Maya 2011 that mental ray doesn’t compute the memory limit correctly. You basically have to always set it by hand. I was hoping that it is fixed in 2012. Apparently not.

Ok, I’m back in Maya-land and tried to submit the shots with MayaCmd.

It seems that you are forcing the device aspect ratio, but not the pixel aspect ration, which is what screws things up. (By the way, the device aspect has a rounding error in it. Maya sets it as 1.77, the Deadline Job says it it 1.777000 and the render gets it as 1.77699995.)

[code]Constructor: MayaCmd
0: Task timeout is disabled.
0: Loaded job: rndr_sh040_variantenwall_v05_eckbuehne - MATTE (999_050_999_016a64ce)
0: INFO: StartJob: initializing script plugin MayaCmd
0: INFO: Any stdout that matches the regular expression “FLEXlm error: ." will be handled as appropriate
0: INFO: Any stdout that matches the regular expression "Usage: Render .
” will be handled as appropriate
0: INFO: Any stdout that matches the regular expression “Finished Rendering..([0-9]+).[^.]+" will be handled as appropriate
0: INFO: Any stdout that matches the regular expression “.Finished Rendering.” will be handled as appropriate
0: INFO: Any stdout that matches the regular expression “Constructing shading groups|Rendering current frame” will be handled as appropriate
0: INFO: Any stdout that matches the regular expression “.Error: .|.Warning: .” will be handled as appropriate
0: INFO: Any stdout that matches the regular expression “progr: +([0-9]+.[0-9]+)% +rendered” will be handled as appropriate
0: INFO: Any stdout that matches the regular expression “progr: +([0-9]+.[0-9]+)% +computing final gather points” will be handled as appropriate
0: INFO: Any stdout that matches the regular expression "progr: writing image file .
(frame ([0-9]+))” will be handled as appropriate
0: INFO: Any stdout that matches the regular expression “progr: +rendering finished” will be handled as appropriate
0: INFO: Any stdout that matches the regular expression “[PROGRESS] Completed frame*” will be handled as appropriate
0: INFO: Any stdout that matches the regular expression “.[PROGRESS] TURTLE rendering frame 100.00.” will be handled as appropriate
0: INFO: Any stdout that matches the regular expression “.Render complete.” will be handled as appropriate
0: INFO: Any stdout that matches the regular expression “[PROGRESS] Percentage of rendering done: (.)" will be handled as appropriate
0: INFO: Any stdout that matches the regular expression ".
[PROGRESS] TURTLE rendering frame ([0-9]+.[0-9]+)." will be handled as appropriate
0: INFO: Any stdout that matches the regular expression “.RIMG : +([0-9]+)%" will be handled as appropriate
0: INFO: Any stdout that matches the regular expression "V-Ray: Building light cache
” will be handled as appropriate
0: INFO: Any stdout that matches the regular expression "V-Ray: Prepass ([0-9]+) of ([0-9]+)
” will be handled as appropriate
0: INFO: Any stdout that matches the regular expression “V-Ray: Rendering image*” will be handled as appropriate
0: INFO: Any stdout that matches the regular expression “V-Ray: +([0-9]+)%” will be handled as appropriate
0: INFO: Any stdout that matches the regular expression “V-Ray: +([0-9]+) %” will be handled as appropriate
0: INFO: Any stdout that matches the regular expression “([0-9]+) % completed” will be handled as appropriate
0: INFO: Any stdout that matches the regular expression “V-Ray: Updating frame at time ([0-9]+)” will be handled as appropriate
0: INFO: Any stdout that matches the regular expression “V-Ray: Render complete” will be handled as appropriate
0: INFO: Any stdout that matches the regular expression “rfm Notice: Rendering .* at ([0-9]+)” will be handled as appropriate
0: INFO: Any stdout that matches the regular expression “[PROGRESS] ([0-9]+) percent” will be handled as appropriate
0: INFO: Any stdout that matches the regular expression “([0-9]+)%” will be handled as appropriate
0: INFO: Any popup windows with titles matching the regular expression “.entry point.” will be ignored
0: INFO: Any popup windows with titles matching the regular expression “.Entry Point.” will be ignored
0: INFO: Any popup windows with titles matching the regular expression “.Render history settings.” will be ignored
0: INFO: Any popup windows with titles matching the regular expression “.Render history note.” will be ignored
0: INFO: About: Maya Cmd Plugin for Deadline
0: Plugin rendering frame(s): 1
0: INFO: Stdout Handling Enabled: True
0: INFO: Popup Handling Enabled: True
0: INFO: Using Process Tree: True
0: INFO: Hiding DOS Window: True
0: INFO: Creating New Console: False
0: INFO: Not enforcing a build of Maya
0: INFO: Setting MAYA_LOCATION environment variable to /Applications/Autodesk/maya2012/Maya.app/Contents for this session
0: INFO: Adding /Applications/Autodesk/maya2012/Maya.app/Contents/MacOS to DYLD_LIBRARY_PATH environment variable for this session
0: INFO: Render Executable: “/Applications/Autodesk/maya2012/Maya.app/Contents/bin/Render”
0: INFO: Rendering to network drive
0: INFO: Rendering with Maya version 2012.0
0: INFO: Rendering with Mental Ray
0: INFO: Render Argument: -r mr -v 5 -art -aml -x 1920 -y 1080 -ard 1.77699995 -rl MATTE -s 1 -e 1 -b 1 -rd “/Volumes/ProjectsRaid/WorkingProjects/peri/peri_2012-001_scs/img/cg” -im “sh040////” -proj “/Volumes/ProjectsRaid/WorkingProjects/peri/peri_2012-001_scs” “/Volumes/ProjectsRaid/WorkingProjects/peri/peri_2012-001_scs/work/maya/scenes/05_render/sh040_variantenwall/rndr_sh040_variantenwall_v05_eckbuehne.mb”
0: INFO: Startup Directory: “/Applications/Autodesk/maya2012/Maya.app/Contents/bin”
0: INFO: Process Priority: BelowNormal
0: INFO: Process Affinity: default
0: INFO: Process is now running
0: STDOUT: Starting “/Applications/Autodesk/maya2012/Maya.app/Contents/bin/maya”

** (/Applications/Deadline/Resources/bin/deadlineslave.exe:14002): WARNING **: System.Net.Sockets.SocketOptionName 0x1b is not supported at IPv6 level
0: STDOUT: mental ray for Maya 2012
0: STDOUT: // Mental ray for Maya: using startup file /Applications/Autodesk/maya2012/Maya.app/Contents/mentalray/maya.rayrc.
0: STDOUT: mental ray for Maya: setup
0: STDOUT: mental ray for Maya: initialize
0: STDOUT: mental ray: version 3.9.1.47, Sep 7 2011, revision 156247
0: STDOUT: mental ray for Maya: using 1 license
0: STDOUT: mental ray for Maya: register extensions
0: STDOUT: // mental ray Node Factory: loaded
0: STDOUT: mental ray for Maya: successfully registered
0: STDOUT: mental ray for Maya: loading startup file: /Applications/Autodesk/maya2012/Maya.app/Contents/mentalray/maya.rayrc
0: STDOUT: // parsing /Applications/Autodesk/maya2012/Maya.app/Contents/mentalray/include/AdskShaderSDKWrappers.mi
0: STDOUT: // generating Maya nodes…
0: STDOUT: // parsing /Applications/Autodesk/maya2012/Maya.app/Contents/mentalray/include/architectural.mi
0: STDOUT: // loading /Applications/Autodesk/maya2012/Maya.app/Contents/mentalray/lib/architectural.dylib
0: STDOUT: // generating Maya nodes…
0: STDOUT: // parsing /Applications/Autodesk/maya2012/Maya.app/Contents/mentalray/include/base.mi
0: STDOUT: // loading /Applications/Autodesk/maya2012/Maya.app/Contents/mentalray/lib/base.dylib
0: STDOUT: // generating Maya nodes…
0: STDOUT: // parsing /Applications/Autodesk/maya2012/Maya.app/Contents/mentalray/include/BSDF.mi
0: WARNING: Deadline is ignoring error “Warning: Couldn’t find shader library: BSDF.dylib” because plugin setting Strict Error Checking is disabled.
0: STDOUT: Warning: Couldn’t find shader library: BSDF.dylib
0: WARNING: Deadline is ignoring error “Warning: (Mayatomr.Nodes) : Node “builtin_bsdf_lambert” has no ID, assigning a temporary ID. Scene should be saved as .ma (ASCII).” because plugin setting Strict Error Checking is disabled.
0: STDOUT: Warning: (Mayatomr.Nodes) : Node “builtin_bsdf_lambert” has no ID, assigning a temporary ID. Scene should be saved as .ma (ASCII).
0: WARNING: Deadline is ignoring error “Warning: (Mayatomr.Nodes) : Node “builtin_bsdf_phong” has no ID, assigning a temporary ID. Scene should be saved as .ma (ASCII).” because plugin setting Strict Error Checking is disabled.
0: STDOUT: Warning: (Mayatomr.Nodes) : Node “builtin_bsdf_phong” has no ID, assigning a temporary ID. Scene should be saved as .ma (ASCII).
0: WARNING: Deadline is ignoring error “Warning: (Mayatomr.Nodes) : Node “builtin_bsdf_ashikhmin” has no ID, assigning a temporary ID. Scene should be saved as .ma (ASCII).” because plugin setting Strict Error Checking is disabled.
0: STDOUT: Warning: (Mayatomr.Nodes) : Node “builtin_bsdf_ashikhmin” has no ID, assigning a temporary ID. Scene should be saved as .ma (ASCII).
0: WARNING: Deadline is ignoring error “Warning: (Mayatomr.Nodes) : Node “builtin_bsdf_mirror” has no ID, assigning a temporary ID. Scene should be saved as .ma (ASCII).” because plugin setting Strict Error Checking is disabled.
0: STDOUT: Warning: (Mayatomr.Nodes) : Node “builtin_bsdf_mirror” has no ID, assigning a temporary ID. Scene should be saved as .ma (ASCII).
0: WARNING: Deadline is ignoring error “Warning: (Mayatomr.Nodes) : Node “builtin_bsdf_carpaint” has no ID, assigning a temporary ID. Scene should be saved as .ma (ASCII).” because plugin setting Strict Error Checking is disabled.
0: STDOUT: Warning: (Mayatomr.Nodes) : Node “builtin_bsdf_carpaint” has no ID, assigning a temporary ID. Scene should be saved as .ma (ASCII).
0: WARNING: Deadline is ignoring error “Warning: (Mayatomr.Nodes) : Node “builtin_bsdf_architectural” has no ID, assigning a temporary ID. Scene should be saved as .ma (ASCII).” because plugin setting Strict Error Checking is disabled.
0: STDOUT: Warning: (Mayatomr.Nodes) : Node “builtin_bsdf_architectural” has no ID, assigning a temporary ID. Scene should be saved as .ma (ASCII).
0: WARNING: Deadline is ignoring error “Warning: (Mayatomr.Nodes) : Node “builtin_bsdf_architectural_comp” has no ID, assigning a temporary ID. Scene should be saved as .ma (ASCII).” because plugin setting Strict Error Checking is disabled.
0: STDOUT: Warning: (Mayatomr.Nodes) : Node “builtin_bsdf_architectural_comp” has no ID, assigning a temporary ID. Scene should be saved as .ma (ASCII).
0: STDOUT: // generating Maya nodes…
0: STDOUT: // parsing /Applications/Autodesk/maya2012/Maya.app/Contents/mentalray/include/contour.mi
0: STDOUT: // loading /Applications/Autodesk/maya2012/Maya.app/Contents/mentalray/lib/contour.dylib
0: STDOUT: // generating Maya nodes…
0: STDOUT: // parsing /Applications/Autodesk/maya2012/Maya.app/Contents/mentalray/include/paint.mi
0: STDOUT: // loading /Applications/Autodesk/maya2012/Maya.app/Contents/mentalray/lib/paint.dylib
0: STDOUT: // generating Maya nodes…
0: STDOUT: // parsing /Applications/Autodesk/maya2012/Maya.app/Contents/mentalray/include/physics.mi
0: STDOUT: // loading /Applications/Autodesk/maya2012/Maya.app/Contents/mentalray/lib/physics.dylib
0: STDOUT: // generating Maya nodes…
0: STDOUT: // parsing /Applications/Autodesk/maya2012/Maya.app/Contents/mentalray/include/production.mi
0: STDOUT: // loading /Applications/Autodesk/maya2012/Maya.app/Contents/mentalray/lib/production.dylib
0: STDOUT: // generating Maya nodes…
0: STDOUT: // parsing /Applications/Autodesk/maya2012/Maya.app/Contents/mentalray/include/subsurface.mi
0: STDOUT: // loading /Applications/Autodesk/maya2012/Maya.app/Contents/mentalray/lib/subsurface.dylib
0: STDOUT: // generating Maya nodes…
0: STDOUT: // parsing /Applications/Autodesk/maya2012/Maya.app/Contents/mentalray/include/surfaceSampler.mi
0: STDOUT: // loading /Applications/Autodesk/maya2012/Maya.app/Contents/mentalray/lib/surfaceSampler.dylib
0: STDOUT: // generating Maya nodes…
0: STDOUT: // parsing /Applications/Autodesk/maya2012/Maya.app/Contents/mentalray/include/userdata.mi
0: STDOUT: // loading /Applications/Autodesk/maya2012/Maya.app/Contents/mentalray/lib/userdata.dylib
0: STDOUT: // generating Maya nodes…
0: STDOUT: The following directories have been added to the MAYA_SCRIPT_PATH and to Python’s sys.path:
0: STDOUT: /Volumes/Drobo01/Archiv/Projekte/x_Pipeline/x_AppPlugins/Maya/scripts/



0: STDOUT: MEL Menu Created Successfully.
0: STDOUT: running deadline command: -getrepositoryroot
0: STDOUT: Could not find platform independent libraries
0: STDOUT: Could not find platform dependent libraries <exec_prefix>
0: STDOUT: Consider setting $PYTHONHOME to [:<exec_prefix>]
0: STDOUT: Gtk not found (missing LD_LIBRARY_PATH to libgtk-x11-2.0.so.0?), using built-in colorscheme
0: STDOUT: // Turned off swatch updates! //
0: STDOUT: // Current Project: “/Volumes/ProjectsRaid/WorkingProjects/peri/peri_2012-001_scs” //
0: STDOUT: File read in 3 seconds.
0: STDOUT: File read in 0 seconds.
0: STDOUT: File read in 0 seconds.
0: STDOUT: File read in 0 seconds.
0: STDOUT: File read in 0 seconds.
0: STDOUT: File read in 0 seconds.
0: STDOUT: File read in 0 seconds.
0: STDOUT: File read in 0 seconds.
0: STDOUT: File read in 0 seconds.
0: STDOUT: File read in 0 seconds.
0: STDOUT: File read in 0 seconds.
0: STDOUT: File read in 0 seconds.
0: STDOUT: File read in 0 seconds.
0: STDOUT: File read in 0 seconds.
0: STDOUT: File read in 0 seconds.
0: STDOUT: Result: /Volumes/ProjectsRaid/WorkingProjects/peri/peri_2012-001_scs/work/maya/scenes/05_render/sh040_variantenwall/rndr_sh040_variantenwall_v05_eckbuehne.mb
0: WARNING: Deadline is ignoring error “Warning: (Mayatomr.Script): Computed memory limit of 0 MB is below threshold, setting to 512 MB instead” because plugin setting Strict Error Checking is disabled.
0: STDOUT: Warning: (Mayatomr.Script): Computed memory limit of 0 MB is below threshold, setting to 512 MB instead
0: STDOUT: initMPS with licenseOption 0
0: STDOUT: mental ray: got 8 satellite CPUs.
0: STDOUT: Prog: (Mayatomr.Scene) : optimize animation detection: done 13432 animated nodes
0: STDOUT: MEM 0.0 info : heap size limit set to 512 MB
0: STDOUT: Info: (mental ray) : number of render thread(s): 16
0: STDOUT: Info: (Mayatomr) : render layer MATTE
0: WARNING: Deadline is ignoring error “Warning: (Mayatomr.Custom) : user string option invalid float value: .2, ignored” because plugin setting Strict Error Checking is disabled.
0: STDOUT: Warning: (Mayatomr.Custom) : user string option invalid float value: .2, ignored
0: WARNING: Deadline is ignoring error “Warning: (Mayatomr.Custom) : user string option invalid color value: 1.0 1.0 1.0, ignored” because plugin setting Strict Error Checking is disabled.
0: STDOUT: Warning: (Mayatomr.Custom) : user string option invalid color value: 1.0 1.0 1.0, ignored
0: STDOUT: Info: (Mayatomr.Nodes) : custom string options found
0: STDOUT: Info: (Mayatomr.Nodes) : derive mental ray global approximation settings from Maya
0: STDOUT: Info: (Mayatomr.Nodes) : derive mental ray global displacement settings from Maya
0: STDOUT: Info: (Mayatomr.Scene) : update lights and related shaders
0: STDOUT: Info: (Mayatomr.Scene) : update cameras and related shaders
0: STDOUT: Info: (Mayatomr.Scene) : update geometry and materials
0: STDOUT: Prog: (Mayatomr.Scene) : DAG node: anim_sh040_VariantenWall_05_eckbuehne:x_SCS_190_30Grad_Vorgeneigt:x_HauptbuehneVar30Grad_Vor:Kletterkonus|anim_sh040_VariantenWall_05_eckbuehne:x_SCS_190_30Grad_Vorgeneigt:x_HauptbuehneVar30Grad_Vor:mat_grp_Gewindestange|anim_sh040_VariantenWall_05_eckbuehne:x_SCS_190_30Grad_Vorgeneigt:x_HauptbuehneVar30Grad_Vor:obj1
0: STDOUT: Prog: (Mayatomr.Scene) : DAG node: anim_sh040_VariantenWall_05_eckbuehne:x_SCS_190_30Grad_Vorgeneigt:x_HauptbuehneVar30Grad_Vor:pHelix5



0: STDOUT: Prog: (Mayatomr.Scene) : DAG node: anim_sh040_VariantenWall_05_eckbuehne:pPlane1_mat_grp_hellgruen
0: STDOUT: Prog: (Mayatomr.Scene) : DAG node: anim_sh040_VariantenWall_05_eckbuehne:pCube1_mat_grp_hellgruen
0: STDOUT: Info: (Mayatomr.Scene) : render camera: persp
0: STDOUT: MEM 0.2 info : total memory: 12288 Mb
0: STDOUT: MEM 0.2 info : free memory : 9223 Mb
0: STDOUT: RC 0.2 info : in scanline mode lens shaders may not modify rays
0: STDOUT: SCEN 0.2 progr: begin scene preprocessing for frame 1
0: STDOUT: SCEN 0.2 info : 9142 geometry leaf instances (9142 scheduled, 0 cached, 0 shared)
0: STDOUT: SCEN 0.2 info : 0 light leaf instances
0: STDOUT: SCEN 0.2 info : wallclock 0:00:03.52 for scene preprocessing
0: STDOUT: SCEN 0.2 info : CPU user 0:00:03.27 for scene preprocessing
0: STDOUT: SCEN 0.2 info : allocated 829 MB, max resident 830 MB
0: STDOUT: RC 0.2 info : scene extent: (-10000,40,-755,29,-10000,40) : (10000,40,835,53,10000,40)
0: STDOUT: RC 0.2 info : option: scanline on
0: STDOUT: RC 0.2 info : option: trace on
0: STDOUT: RC 0.2 info : option: trace depth reflection 4, refraction 4, sum 8
0: STDOUT: RC 0.2 info : option: acceleration bsp2
0: STDOUT: RC 0.2 info : option: shadow segments
0: STDOUT: RC 0.2 info : option: shadow maps (use) (recompute)
0: STDOUT: RC 0.2 info : option: lightmap on
0: STDOUT: RC 0.2 info : option: motion off
0: STDOUT: RC 0.2 info : option: luminance weights 0,212671 0,71516 0,072169
0: STDOUT: RC 0.2 info : option: caustic off
0: STDOUT: RC 0.2 info : option: globillum off
0: STDOUT: RC 0.2 info : option: finalgather off
0: STDOUT: RC 0.2 info : option: samples min 0, max 2
0: STDOUT: RC 0.2 info : option: contrast 0,065 0,05 0,083 0,05, all buffers
0: STDOUT: RC 0.2 info : option: jitter 1
0: STDOUT: RC 0.2 info : option: filter gauss 3 3
0: STDOUT: RC 0.2 info : option: face both
0: STDOUT: RC 0.2 info : option: hair on
0: STDOUT: RC 0.2 info : option: task size 64
0: STDOUT: RC 0.2 info : option: pixel preview off
0: STDOUT: RC 0.2 info : option: lens on
0: STDOUT: RC 0.2 info : option: volume on
0: STDOUT: RC 0.2 info : option: geometry on
0: STDOUT: RC 0.2 info : option: displace on
0: STDOUT: RC 0.2 info : option: premultiply on
0: STDOUT: RC 0.2 info : option: colorclip raw
0: STDOUT: RC 0.2 info : option: output on
0: STDOUT: RC 0.2 info : option: merge on
0: STDOUT: RC 0.2 info : option: texture cache local
0: STDOUT: RC 0.2 info : option: limit dynamic
0: STDOUT: RC 0.2 info : option: fb mem management mapped
0: STDOUT: RC 0.2 info : camera: type filter name
0: STDOUT: RC 0.2 info : rgba_h yes mayaGlow
0: STDOUT: RC 0.2 info : rgb_h yes mat_Plastik
0: STDOUT: RC 0.2 info : rgb_h yes mat_Gewindestange
0: STDOUT: RC 0.2 info : rgb_h yes mat_GreyMetall
0: STDOUT: RC 0.2 info : rgb_h yes mat_Ketterkonus
0: STDOUT: RC 0.2 info : rgb_h yes mat_YellowWood
0: STDOUT: RC 0.2 info : rgb_h yes mat_RedMetall
0: STDOUT: RC 0.2 info : rgb_h yes mat_Gurt
0: STDOUT: RC 0.2 info : rgb_h yes mat_PeriLogo
0: STDOUT: RC 0.2 info : rgb_h yes mat_Schalwand
0: STDOUT: RC 0.2 info : rgb_h yes mat_Gewinde
0: STDOUT: RC 0.2 info : rgb_h yes mat_Zahnrad
0: STDOUT: RC 0.2 info : rgb_h yes mat_LogoMaterial
0: STDOUT: RC 0.2 info : rgb_h yes mat_hellgruen
0: STDOUT: RC 0.2 info : rgb_h yes mat_boden_
0: STDOUT: RC 0.2 info : rgb_h yes mat_wall_
0: STDOUT: RC 0.2 info : rgba_h yes mayaColor
0: STDOUT: RC 0.2 info : camera: focal length 1,37795
0: STDOUT: RC 0.2 info : camera: aperture 1,41732
0: STDOUT: RC 0.2 info : camera: aspect 1
0: STDOUT: RC 0.2 info : camera: resolution 1920 1080
0: STDOUT: RC 0.2 info : camera: clip 0,1 10000
0: STDOUT: RC 0.2 info : camera: frame 1 1 0
0: STDOUT: RC 0.2 progr: rendering
0: STDOUT: RCI 0.12 progr: begin intersection preprocessing
0: STDOUT: RCI 0.12 info : using scanline for eye rays
0: STDOUT: RCI 0.12 info : using BSP2 for secondary rays
0: STDOUT: RCI 0.12 progr: end intersection preprocessing
0: STDOUT: RCI 0.12 info : wallclock 0:00:00.03 for intersection prep.
0: STDOUT: RCI 0.12 info : CPU user 0:00:00.02 for intersection prep.
0: STDOUT: RCI 0.12 info : allocated 845 MB, max resident 855 MB
0: STDOUT: PHEN 0.12 info : -----------------------------------------------
0: STDOUT: PHEN 0.12 info : mayabase version 10.8, compiled on Sep 26 2011.
0: STDOUT: PHEN 0.12 info : -----------------------------------------------
0: STDOUT: MEM 0.5 progr: scene cache flushed 1 MB in 0,00s, now: 882 MB



0: STDOUT: DB 0.1 progr: scene cache flushed 2 MB in 0,00s, now: 1389 MB
0: STDOUT: MEM 0.1 progr: scene cache flushed 14 MB in 0,00s, now: 1372 MB
0: STDOUT: RC 0.2 info : rendering statistics
0: STDOUT: RC 0.2 info : type number per eye ray
0: STDOUT: RC 0.2 info : eye rays 2809956 1,00
0: STDOUT: PHEN 0.2 progr: calling output shaders
0: STDOUT: MEM 0.1 progr: scene cache flushed 1 MB in 0,00s, now: 1212 MB
0: STDOUT: PHEN 0.2 progr: maya_shaderglow(): Computing glow…
0: STDOUT: PHEN 0.2 info : maya_shaderglow(): Glow: Filter Width … 61
0: STDOUT: PHEN 0.2 info : maya_shaderglow(): Resolution … 0,638926
0: STDOUT: PHEN 0.2 info : maya_shaderglow(): Normalization … 7,442000
0: STDOUT: PHEN 0.2 info : maya_shaderglow(): Halo: Filter Width … 151
0: STDOUT: PHEN 0.2 info : maya_shaderglow(): Resolution … 0,260841
0: STDOUT: PHEN 0.2 info : maya_shaderglow(): Normalization … 45,602001
0: STDOUT: PHEN 0.2 progr: maya_shaderglow(): Done!
0: STDOUT: RC 0.2 progr: writing frame buffer mat_Plastik to image file /Volumes/ProjectsRaid/WorkingProjects/peri/peri_2012-001_scs/img/cg/sh040/rndr_sh040_variantenwall_v05_eckbuehne/MATTE/matte/rndr_sh040_variantenwall_v05_eckbuehne_MATTE_matte.0001.exr (frame 1)
0: STDOUT: RC 0.2 progr: writing frame buffer mat_hellgruen to image file /Volumes/ProjectsRaid/WorkingProjects/peri/peri_2012-001_scs/img/cg/sh040/rndr_sh040_variantenwall_v05_eckbuehne/MATTE//rndr_sh040_variantenwall_v05_eckbuehne_MATTE_.0001.exr (frame 1)
0: STDOUT: RC 0.2 progr: writing frame buffer mayaColor to image file /Volumes/ProjectsRaid/WorkingProjects/peri/peri_2012-001_scs/img/cg/sh040/rndr_sh040_variantenwall_v05_eckbuehne/MATTE/Beauties/rndr_sh040_variantenwall_v05_eckbuehne_MATTE_Beauties.0001.exr (frame 1)
0: STDOUT: RC 0.2 progr: rendering finished
0: STDOUT: RC 0.2 info : wallclock 0:01:14.15 for rendering
0: STDOUT: RC 0.2 info : CPU user 0:03:06.22 for rendering
0: STDOUT: RC 0.2 info : allocated 1212 MB, max resident 1827 MB
0: STDOUT: GAPM 0.2 info : triangle count (including retessellation) : 21772681
0: STDOUT: Scene /Volumes/ProjectsRaid/WorkingProjects/peri/peri_2012-001_scs/work/maya/scenes/05_render/sh040_variantenwall/rndr_sh040_variantenwall_v05_eckbuehne.mb completed.
0: INFO: Process exit code: 0
[/code]

Unfortunately, when I try to specify the pixel aspet ratio in the additional command line arguments (-par 1.0), I get the following error during rendering:

Error: No object matches name: defaultResolution.pixelAspectRatio

Which makes me question the reason for specifying the resolution and device aspect ratio via command-line arguments in the first place. Shouldn’t that be a last resort option? I mean, I usually want to render what I set up in my scene file and for that no command-line arguments are necessary. In fact, most of my manual command-line submission are really basic.

-r mr -art -at -aml/mem (which in my case works better, since -aml seems to be broken in every release since 2008 for me)

And then a start and an end frame if I want a specific range, but most of the time I even omit that, since it is set in the scene file. (though this is obviously necessary on a farm to specify task sizes)

Also, and this might be a separate thread really, I noticed that the Deadline Submitter selects the RenderLayers that get submitted instead of “just” submitting the -rl flag when you have “Submit Render Layers as separate jobs” option enabled.

No idea why you do this, but on our scenes (with roughly 13k nodes in it), it tends to halt Maya when you try to simply switch RenderLayers, forcing me to kill Maya. Ergo, the submission halts Maya and only the topmost RenderLayer gets submitted before I have to kill Maya. I can of course work around that and submit my scene several times by hand with the individual RenderLayers switched on/off or specify the -rl option by hand, but if there is a way to let Deadline do this for me, why not try to improve the current way it is handled.

What if we just removed the device aspect ratio from the command line arguments? That should theoretically fix the problem right?

We pass the resolution options (as well as others) to the renderer because it’s part of the system that allows you to change these properties from the Monitor after the job has been submitted. If you change those properties, we need to pass it via command line so that the renderer recognizes these changes.

When submitting layers, we switch between them so that we can pull the properties from those layers (ie: frame range, resolution, etc). When we first started supporting layers, this was the only way we could get these properties from specific layers. Not sure if there is now a better way to do that…

Hmm. I see. Those reasons make sense.

But… maybe there is still a point for not providing too much via the command-line? Say you just submit the bare minimum of options until someone changes them in the job settings?

…no, that would still not help with getting the render range from a RenderLayer, which you need for calculating task sizes. But it would solve all other problems, right?

But at the moment, yes, I think just omitting the device aspect ratio would solve my issues. Well, I guess. I don’t see a way to turn it off on my own to test it.

To test on your end, go to \your\repository\plugins\MayaCmd and open MayaCmd.py in a text editor. Find these line (there should be 5 of them):

rendererArguments += BlankIfEitherIsBlank( " -ard ", GetPluginInfoEntryWithDefault( "AspectRatio", "" ) )

Just comment each line out by placing a # in front of it, like this:

#rendererArguments += BlankIfEitherIsBlank( " -ard ", GetPluginInfoEntryWithDefault( "AspectRatio", "" ) )

Save the file, and resubmit the job (making sure the Use MayaBatch option is disabled). If this fixes your problem, then we will remove it in the next beta release.

Thanks!

  • Ryan

Yep, commenting out the aspect ratio did the trick. Looks correct now.

Now that this is commented out, can I switch the MayaBatch back on or would I need to change the job script over there as well?

You would need to change it there as well. Find this line and comment it out.

Cheers,

  • Ryan

I’m curious. Did this aspect ratio thing get added between the last beta and the final release? I haven’t been running RC1 or RC2 and directly upgraded to the release version. The beta worked fine back then.

It’s actually been there for a LONG time. I think it was added way back in Deadline 1 or 2. :slight_smile:

Interesting. I wonder why it would cause problems now out of the blue…

Btw. I took the liberty to overwrite the auto memory limit in the MayaBatch since mentalray for Maya is absolutely not working in this case for any of our machines.

def GetMemoryCommand( self ): if self.Renderer == "mentalray": if self.Version >= 2008: autoMemoryLimit = GetBooleanPluginInfoEntryWithDefault( "AutoMemoryLimit", True ) if autoMemoryLimit: # return 'global int $g_mrBatchRenderCmdOption_MemLimitAutoOn = true; global int $g_mrBatchRenderCmdOption_MemLimitAuto = true;' memoryLimit = SlaveUtils.GetCurrentSlaveInfoValue( "Memory" ) memoryLimit = int (memoryLimit * 0.8 / 1024 / 1024) return 'global int $g_mrBatchRenderCmdOption_MemLimitOn = true; global int $g_mrBatchRenderCmdOption_MemLimit = ' + str(memoryLimit) + ';' else: memoryLimit = GetIntegerPluginInfoEntryWithDefault( "MemoryLimit", 0 ) if memoryLimit >= 0: return 'global int $g_mrBatchRenderCmdOption_MemLimitOn = true; global int $g_mrBatchRenderCmdOption_MemLimit = ' + str(memoryLimit) + ';'

I just thought I’d share it.

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