mayaOutput_temp0 is empty

Hallo support,
first all our renderers render directly back to user disk to shared drive, but there was many images in job, that was rendered (no error), but was nor on user disk after job wqas completed.
After that we start using Local rendering (render to render server and move image to user shared drive), but there are sometimes this errors (when first frame need to be rendered) :

Scheduler Thread - Exception during render: An error occurred in RenderTasks(): Error in PostRenderTasks(): Verification failed because source directory C:\Documents and Settings\Grfrender\Local Settings\Application Data\Frantic Films\Deadline\slave\jobsData\mayaOutput_temp0 is empty! (FranticX.Processes.ManagedProcessAbort) (Deadline.Plugins.RenderPluginException)

After that - rendering start again and works without any error.

Do you know what is wrong?

regards

David Kranmes
Czech TV

Hi David,

Can you send us the full render log for the task? You can find this by right-clicking on the task in the Monitor and selecting Reports -> View Log Reports. Deadline is probably just the messenger here, so hopefully the log will show why Maya isn’t outputting anything for the task.

Another thing you could try is disabling Local Rendering, but continue to render to the shared drive. It would be interesting to see if you occasionally get dropped frames as well.

Cheers,

  • Ryan

Hi Ryan,
Im sorry, but after writing post I only see similar errors, but not the same (is empty vs. not exist).
Errors are producer randomly - sometimes 1 per job, sometimes 10 per job…

regards

David

Error Message

Exception during render: An error occurred in RenderTasks(): Error in PostRenderTasks(): Verification failed because source directory C:\Documents and Settings\Grfrender\Local Settings\Application Data\Frantic Films\Deadline\slave\jobsData\mayaOutput_temp0 does not exist! (FranticX.Processes.ManagedProcessAbort) (Deadline.Plugins.RenderPluginException) at Deadline.Plugins.ScriptPlugin.RenderTasks(Int32 startFrame, Int32 endFrame, String& outMessage)

Slave Log

[code]Data\Frantic Films\Deadline\slave\jobsData\mayaOutput_temp1 to //3d/projekty/MayaScenes/ZlateOci/3D/Strechy/images
1: INFO: Moving file C:\Documents and Settings\Grfrender\Local Settings\Application Data\Frantic Films\Deadline\slave\jobsData\mayaOutput_temp1\30_01-35-03\Strecha_prvni.0621.tif to //3d/projekty/MayaScenes/ZlateOci/3D/Strechy/images\30_01-35-03\Strecha_prvni.0621.tif
1: INFO: Moving file C:\Documents and Settings\Grfrender\Local Settings\Application Data\Frantic Films\Deadline\slave\jobsData\mayaOutput_temp1\30_01-35-03\Strecha_prvni.0622.tif to //3d/projekty/MayaScenes/ZlateOci/3D/Strechy/images\30_01-35-03\Strecha_prvni.0622.tif
1: INFO: Moving file C:\Documents and Settings\Grfrender\Local Settings\Application Data\Frantic Films\Deadline\slave\jobsData\mayaOutput_temp1\30_01-35-03\Strecha_prvni.0623.tif to //3d/projekty/MayaScenes/ZlateOci/3D/Strechy/images\30_01-35-03\Strecha_prvni.0623.tif
1: INFO: Moving file C:\Documents and Settings\Grfrender\Local Settings\Application Data\Frantic Films\Deadline\slave\jobsData\mayaOutput_temp1\30_01-35-03\Strecha_prvni.0624.tif to //3d/projekty/MayaScenes/ZlateOci/3D/Strechy/images\30_01-35-03\Strecha_prvni.0624.tif
1: INFO: Moving file C:\Documents and Settings\Grfrender\Local Settings\Application Data\Frantic Films\Deadline\slave\jobsData\mayaOutput_temp1\30_01-35-03\Strecha_prvni.0625.tif to //3d/projekty/MayaScenes/ZlateOci/3D/Strechy/images\30_01-35-03\Strecha_prvni.0625.tif
Scheduler Thread - Render Thread 2 threw an error:
Scheduler Thread - Exception during render: An error occurred in RenderTasks(): Error in PostRenderTasks(): Verification failed because source directory C:\Documents and Settings\Grfrender\Local Settings\Application Data\Frantic Films\Deadline\slave\jobsData\mayaOutput_temp0 does not exist! (FranticX.Processes.ManagedProcessAbort) (Deadline.Plugins.RenderPluginException)

at Deadline.Plugins.ScriptPlugin.RenderTasks(Int32 startFrame, Int32 endFrame, String& outMessage)
[/code]

Error Type

RenderPluginException

Error Stack Trace

at Deadline.Plugins.Plugin.RenderTask(Int32 startFrame, Int32 endFrame) at Deadline.Slaves.SlaveRenderThread.RenderCurrentTask()

Full logs included here.
Grfrender3_00126_20090901105549.logReport (106 KB)
Grfrender4_00126_20090901105510.logReport (110 KB)

It looks like you’re using concurrent tasks… Do you still receive these errors if you set Concurrent Tasks to 1?

-Cody

Yes, we use concurent tasks to decrease render time and use 100%CPU on all cores.
I instruct users try rendering with set concurent tasks to 1

Let us know if the errors pop up with Concurrent Tasks set to 1. If they don’t we will have to investigate why Concurrent Tasks might be causing the errors.

-Cody

User render Job with Concurent Tasks set to 1.
But on some tasks we can see error “mayaOutput_temp0 is empty”

Im attachning logs for you:
first two logs - error and log from failed task (frames 105-109)
third log - log from corectly rendered task (frames 110 - 114)

thank you

David Krames
Czech TV
Grfrender1_00022_20090903074929.logReport (305 KB)
Grfrender1_00021_20090903033933.errorReport (3.63 KB)
Grfrender1_00021_20090903033922.logReport (2.72 KB)

Added next log from another scene.
Grfrender1_00000_20090907142624.logReport (4.3 KB)
Grfrender1_00000_20090907142625.errorReport (3.64 KB)

Did you try disabling local rendering to see if that made a difference? When it’s enabled, Deadline is forcing Maya to save the files locally first, then Deadline copies them to the final location. If the output folder is empty, this error is reported. With it disabled, Maya will be saving directly to the final network location, so it would be interesting to see if the problem persists in this case. Depending on the version of Deadline you’re using, this will either be a global Maya plugin setting, or a per job setting.

Also, I notice in some cases that Maya isn’t printing out any output. For example:

Usually, mental ray output is pretty verbose…

Thank you Ryan,
as you can see in first sentence - reason why we start using Local rendering was:

First all our renderer servers render directly back to user disk to shared drive, but there was many images in job, that was rendered (no error) on render servers, but didn’t exists on user disks after job was completed.

After that we start use Local rendering to eliminate this issue. But another issue r one come back - but really - it is only sometimes - issue with rendered images not presented on user disks was very often.

Local rendering works more better for us comparing rendering to shared drive back to user disk, only issue described in previous posts we can see sometimes.

Sorry for missing that. Thanks for the refresher.

Are the project folders also pointing to each artist’s workstation? If so, that could also be causing you problems. Non-server windows operating systems have a remote connection limitation of 10. This means that no more than 10 machines can be reading/writing files to/from the machine at any given time. If that limit is surpassed, then the results can be unexpected, which would explain your dropped frames when you had local rendering disabled. Enabling local rendering means that the slaves are only copying the files after finishing the render, instead of keeping the connection open while they write directly to the artist’s machine.

However, if Maya can’t access the project folder on an artist’s workstation because the connection limit is maxed out, then that could also explain the dropped frames, even when rendering locally. Note that you wouldn’t see the “mayaOutput_temp0 is empty” error when local rendering is disabled, because Deadline only verifies the output directory when rendering locally.

This is why we suggest that the project and output folders be on a shared server, so you can avoid these problems altogether. This is really a limitation of the Windows OS, not Deadline, so there isn’t much we can do to avoid this particular problem.

Cheers,

  • Ryan

Hi Ryan,
thank you for answer, but I didn’t find any message in event viewer regarding to max concurrent connection limit, because I know this limitation.
This is why I switch to Local rendering, because I didn’t find any connection between sometimes not rendered frames (when not using Local Rendering) and Windows not-server system with MaxConnectionLimit=10.

For this time I leave Local rendering as better for me and prepare another server to share all project and act as render output for all render machines.

Regards

David Krames