hi folks,
we’re evaluating Deadline for our medium sized farm where we mostly bake out a lot of textures. we’ve been using backburner up till now, and everything that i’ve seen in Deadline has been great so far! i’m really impressed.
the wall i’m hitting at the moment, however, has to do with submitting Render To Texture jobs. i’m getting a MaxScript exception that complains that the output path isn’t set (the path is definitely present in the UI). the error looks like this:
RenderPluginException -- Error in RenderTasks: RenderTask: Unexpected exception (Exception caught in 3ds max: -- Runtime error: ERROR - Render To Texture Output Path is undefined.
deadline’s output path query (\submission\3dsmax\Main\TextureBake.ms) is:
local RTT_SceneData_AppData_Index = 0x41dd73d5
outputPath = getAppData rootNode (RTT_SceneData_AppData_Index+4)
so i did a bit of digging yesterday, and learned that in order for the submission script to be able to properly query the RTT dialog’s output path, you can do one of two things:
1.) TextureBake.ms can be modified to query RTT_data.FileOutput_FilePath instead, but not until the RTT dialog is opened (it doesn’t get populated until then).
2.) TextureBake.ms can be run as-is, but not unless you cause WriteSceneData() (\MacroScripts\Macro_BakeTextures.mcr) to get called, which in turn causes RTT_SceneData_AppData_Index to be populated. One of the things that does this (there are a few manual UI twiddles that call WriteSceneData()) is manually updating the output path in the RTT dialog box. Merely opening the RTT dialog box isn’t sufficient, and the output path returns as undefined.
so in terms of automation, this isn’t ideal. my question is, what’s a safe way to populate the RTT_data structure without requiring user interaction, or to trigger WriteSceneData() (also without user interaction)?
I’m new to maxscript and newish to max, so i’m unfamiliar with common workarounds – in which case, i apologize if the answer is obvious
any help and/or pointers greatly appreciated.
-tony.