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)