hi mates…
i need to submit a vray baking job to deadline. unfortunately nothing is rendered when i use the default mayaBatchPlugin.
Is there a way to initialize this command by deadline?
vrayStartBake ;
hi mates…
i need to submit a vray baking job to deadline. unfortunately nothing is rendered when i use the default mayaBatchPlugin.
Is there a way to initialize this command by deadline?
vrayStartBake ;
If you can perform the baking using melscript or python (which I’m pretty sure you can), then you could use the Maya submitter in the Deadline Monitor to submit a script job to Deadline. You’ll find the script job options under the Advanced tab.
Cheers,
okay gonna try this out. but is it possible to do tile rendering over the “submit maya job to deadline” window, too actually?
Currently no, tile jobs must be submitted from the integrated Maya script because we use melscript to pull the resolution from the scene file so that the tiles sizes can be set properly.
so the log report actually is saying that it works but somehow no file get saved.
the scrip file contains this:
select -r object1 object2 ;
vraySartBake ;
that actually seem to work, the log report:
0: INFO: Process is now running
0: Plugin rendering frame(s): 1
0: INFO: Waiting until maya is ready to go
0: STDOUT: [2013/Jan/24|10:10:54] V-Ray: V-Ray for Maya version 2.20.01 from Feb 1 2012, 17:09:48
0: STDOUT: [2013/Jan/24|10:10:54] V-Ray: V-Ray core version is 2.00.01
0: STDOUT: Initializing V-Ray for Maya
0: STDOUT: File read in 21 seconds.
0: STDOUT: Result: C:/Documents and Settings/Administrator/Local Settings/Application Data/Thinkbox/Deadline/slave/Sandybridge04/jobsData/baking_test.mb
0: STDOUT: mel: READY FOR INPUT
0: INFO: This is a script job
0: INFO: Reading Plugin Info
0: INFO: Building DeadlinePluginInfo
0: INFO: Building DeadlineValue
0: INFO: Done building string
0: INFO: Executing globals melscript: C:\Documents and Settings\Administrator\Local Settings\Temp\tmp277.tmp
0: INFO: Waiting for globals melscript to finish
0: STDOUT: mel: mel: READY FOR INPUT
0: INFO: Executing script: C:\Documents and Settings\Administrator\Local Settings\Application Data\Thinkbox\Deadline\slave\Sandybridge04\jobsData\vrayStartBakeTest.mel
0: INFO: Waiting for script to finish
0: STDOUT: mel:
0: STDOUT: V-Ray: Starting render
0: STDOUT: [2013/Jan/24|10:11:16] V-Ray: Loading plugins from "C:\Program Files\Autodesk\Maya2012/vray/vrayplugins/vray_*.dll"
0: STDOUT: [2013/Jan/24|10:11:16] V-Ray: 103 plugin(s) loaded successfully
0: STDOUT: [2013/Jan/24|10:11:16] V-Ray: Finished loading plugins.
0: STDOUT: [2013/Jan/24|10:11:16] V-Ray: Exporting scene to V-Ray.
0: STDOUT: [2013/Jan/24|10:11:16] V-Ray: Parsing light links time 0h 0m 0.0s (0.0 s)
0: STDOUT: [2013/Jan/24|10:11:16] V-Ray: Translating scene geometry for V-Ray
0: STDOUT: [2013/Jan/24|10:11:16] V-Ray: Total time translating scene for V-Ray 0h 0m 0.0s (0.0 s)
0: STDOUT: [2013/Jan/24|10:11:16] V-Ray: Rendering.
0: STDOUT: [2013/Jan/24|10:11:16] V-Ray: Rendering frames.
0: STDOUT: [2013/Jan/24|10:11:16] V-Ray: Updating frame at time 1.00
0: STDOUT: [2013/Jan/24|10:11:16] V-Ray: Total time updating frame 0h 0m 0.0s (0.0 s)
0: STDOUT: [2013/Jan/24|10:11:16] V-Ray: Preparing renderer...
0: STDOUT: [2013/Jan/24|10:11:16] V-Ray: Preparing scene for rendering...
0: STDOUT: [2013/Jan/24|10:11:16] V-Ray: Creating bitmap manager
0: STDOUT: [2013/Jan/24|10:11:16] V-Ray: Preparing scene for frame...
0: STDOUT: [2013/Jan/24|10:11:16] V-Ray: (Estimated time remaining: 0h 0m 0.0s): 44 % completed
0: STDOUT: [2013/Jan/24|10:11:16] V-Ray: Compiling geometry...
0: STDOUT: [2013/Jan/24|10:11:16] V-Ray: Building static raycast accelerator...
0: STDOUT: [2013/Jan/24|10:11:16] V-Ray: SDTree statistics:
0: STDOUT: [2013/Jan/24|10:11:16] V-Ray: Total number of faces stored: 94
0: STDOUT: [2013/Jan/24|10:11:16] V-Ray: Max tree depth: 9
0: STDOUT: [2013/Jan/24|10:11:16] V-Ray: Average tree depth: 6.54839
0: STDOUT: [2013/Jan/24|10:11:16] V-Ray: Number of tree nodes: 65
0: STDOUT: [2013/Jan/24|10:11:16] V-Ray: Number of tree faces: 311
0: STDOUT: [2013/Jan/24|10:11:16] V-Ray: Number of tree leafs: 31
0: STDOUT: [2013/Jan/24|10:11:16] V-Ray: Average faces/leaf: 10.0323
0: STDOUT: [2013/Jan/24|10:11:16] V-Ray: Memory usage: 1.68 MB
0: STDOUT: [2013/Jan/24|10:11:16] V-Ray: Number of raycasts: 0
0: STDOUT: [2013/Jan/24|10:11:16] V-Ray: Camera rays: 0
0: STDOUT: [2013/Jan/24|10:11:16] V-Ray: Shadow rays: 0
0: STDOUT: [2013/Jan/24|10:11:16] V-Ray: GI rays: 0
0: STDOUT: [2013/Jan/24|10:11:16] V-Ray: Reflection rays: 0
0: STDOUT: [2013/Jan/24|10:11:16] V-Ray: Refraction rays: 0
0: STDOUT: [2013/Jan/24|10:11:16] V-Ray: Unshaded rays: 0
0: STDOUT: [2013/Jan/24|10:11:16] V-Ray: Number of intersectable primitives: 94
0: STDOUT: [2013/Jan/24|10:11:16] V-Ray: SD triangles: 94
0: STDOUT: [2013/Jan/24|10:11:16] V-Ray: MB triangles: 0
0: STDOUT: [2013/Jan/24|10:11:16] V-Ray: Static primitives: 0
0: STDOUT: [2013/Jan/24|10:11:16] V-Ray: Moving primitives: 0
0: STDOUT: [2013/Jan/24|10:11:16] V-Ray: Infinite primitives: 0
0: STDOUT: [2013/Jan/24|10:11:16] V-Ray: Total frame time 0h 0m 0.1s (0.1 s)
0: STDOUT: [2013/Jan/24|10:11:16] V-Ray: Cleaning up bitmap manager
0: STDOUT: [2013/Jan/24|10:11:16] V-Ray: Total sequence time 0h 0m 0.1s (0.1 s)
0: STDOUT: [2013/Jan/24|10:11:16] V-Ray: Render complete
0: STDOUT: [2013/Jan/24|10:11:16] V-Ray: ========================
0: STDOUT: [2013/Jan/24|10:11:16] V-Ray: Clearing exporter memory...
0: STDOUT: [2013/Jan/24|10:11:16] V-Ray: Total time clearing exporter memory 0h 0m 0.0s (0.0 s)
0: STDOUT: mel: READY FOR INPUT
also the rendertime seems to be way too short.
any ideas?
the point is, i would like to render out large baked textures, that would be to heavy to be rendered by only one machine. that’s why i would like to distribute it via deadline (tile rendering).
if i use the maya integrated submission window i can’t bake textures as i need to ad a special script, but i can use tile rendering. if i use the submit a maya file in the deadline monitor i can submit the additional script file that hopefully puts out a baked texture, but i can’t use tiled rendering.
i guess i stuck. do you have another idea of a workaround?
thanks a lot so far.
Unfortunately, I’m out of my area of expertise when it comes to texture baking. Do you know if you can manually bake textures as individual sections (aka: tiles) and then manually combine them (in photoshop for example)? In other words, I don’t know if texture baking is something that can tiled.
you’re right, texture baking and tile rendering might be two things that won’t come together, as there is no way of tiling the image in maya manually.
but in max you have an option in the integrated submission window, where you can submit it as a rendering to texture job, that is somehow connected to the vray renderer too. i’m just wondering whether there isn’t a way in maya to do the same?
as we"re getting more and more maya scenes to work with, we would like to get rid of the tedious converting process from maya to max for baking the textures… you know.
so my question: isn’t there a way to run this baking script from the integrated window in maya kind of a similar way it is in max? maybe in combination of those command line args?
(in max you select the objects that are to be baked and submit. to do so in maya script you have to select those objects vie typing in their names manually in the mel script. unfortunately pretty tedious still.)
kaenoner friend,
there is a solution for your problem, i have just checked with deadline and its working, so you dont have to bake everything on local machine…
under Vray Common tab, at the bottome you will find MEL/PYTHON callbacks in Pre Render Mel type: select -r pSphere1;
(in this case the my object name was pShere1) so just replace with your object name and thats it
submit scene to deadline and relax
p.s. just make sure that object uv channel is map1 (default map channel in maya)
let me know if you have any problems
cheers
Updating this for Maya 2022 and Vray 5 for Maya to Deadline. In Maya, do the following steps:
Vray" tab > right-click Vray Bake options > Select "Assign Single Vray Bake Options to Selection
vrayBakeOptions
node in the Outliner (this is where you set bake settings)Attribute Editor
(i.e. UV Set, Output texture path, UV, Baked image size, UDIM baking, etc.)Render Settings > Vray > Common
tab, at bottom you will find MEL/PYTHON Callbacks
in Pre Render Mel
Bake Engine Settings > Baking Engine
is set to Texture Baking
(the Bake Channel
doesn’t matter here, leave it as is)select -r mesh; vrayStartBake();
(replace mesh
with your mesh name from step 1… (Example: select -r Sphere1; vrayStartBake();
)Deadliner Submitter
via Maya shelfMayacmd
Submit
project-CombinedForBaking
vrayBakeOptions
Also, make sure in your render settings to set Vray Rengine to “Vray” (not “Vray GPU”) if your farm doesn’t have compatible GPUs.