Maya

Job Submission

You can submit jobs from within Maya by installing the integrated submission script, or you can submit them from the Monitor. The instructions for installing the integrated submission script can be found further down this page.

integrated monitor

To submit from within Maya, select the Thinkbox shelf and press the green button there. If the green icon is missing, you can delete the shelf and restart Maya to get it back.

../_images/maya_submission_button.png

Submission Options

The general Deadline options are explained in the Job Submission documentation, and the Draft/Integration options are explained in the Draft and Integration documentation. The Maya specific options are:

../_images/maya_additional_frame_options.png

Additional Frame Options

  • Render Preview Job First: When enabled, two jobs will be submitted - a PREVIEW job with a fraction of the frames, and a REST job with all other frames. The PREVIEW job can be submitted with slightly higher priority and will provide a glimpse into the final result. If its output looks incorrect, you can suspend the REST job before wasting render time rendering a wrong submission.
  • Priority Offset: Specify a higher priority for the PREVIEW job.
  • Number of Preview Frames: Specify the number of frames to preview.
  • Submit Dependent Job With Remaining Frames: If enabled, the REST job will be dependent on the PREVIEW job.
  • Task Order: The order in which to render the frames for the job.
  • Out Of Order Step: Defines the Nth frame step to use for some of the Task Order options.
../_images/maya_render_options.png

Render Options

  • Camera: Select the camera to render with. Leaving this blank will force Deadline to render using the default camera settings (including multiple camera outputs).
  • Project Path: The Maya project folder (this should be a shared folder on the network).
  • Output Path: The folder where your output will be dumped (this should be a shared folder on the network).
  • Maya Build: Force 32 bit or 64 bit rendering.
  • Use MayaBatch Plugin: This uses our new MayaBatch plugin that keeps the scene loaded in memory between frames, thus reducing the overhead of rendering the job. This plugin is no longer considered experimental.
  • Ignore Error Code 211: This allows a Maya task to finish successfully even if the Maya command line renderer returns the non-zero error code 211 (not available when using the MayaBatch plugin). Sometimes Maya will return this error code even after successfully saving the rendered images.
  • Startup Script: Maya will source the specified script file on startup (only available when using the MayaBatch plugin).
  • Command Line Args: Specify additional command line arguments to pass to the Maya command line renderer (not available when using the MayaBatch plugin).
  • Deadline Job Type: Select the type of Maya job you want to submit. The available options are covered in the next few sections.

Maya Render Job

If rendering a normal Maya job, select the Maya Render Job type.

../_images/maya_options.png

General Options

The following options are available:

  • Threads: The maximum number of CPUs per machine to render with.

  • Frame Number Offset: Uses Maya’s frame renumbering option to offset the frames that are rendered.

  • Submit Render Layers As Separate Jobs: Enable to submit each layer in your scene as a seperate job.

  • Override Layer Job Settings: If submitting each layer as a separate job, enable this option override the job name, frame list, and task size for each layer. When enabled, the override dialog will appear after you press Submit.

    ../_images/maya_layers.png
  • Submit Cameras As Separate Jobs: Enable to submit each camera as a separate job.

  • Ignore Default Cameras: Enable to have Deadline skip over cameras like persp, top, etc, when submitting each camera as a separate job (even if those cameras are set to renderable).

  • Enable Local Rendering: If enabled, Deadline will render the frames locally before copying them over to the final network location. This has been known to improve the speed of Maya rendering in some cases.

  • Strict Error Checking: Enable this option to have Deadline fail Maya jobs when Maya prints out any “error” or “warning” messages. If disabled, Deadline will only fail on messages that it knows are fatal.

  • Render Half Frames: If checked, frames will be split into two using a step of 0.5. Note that frame 0 will save out images 0 and 1, frame 1 will save out images 2 and 3, frame 2 will save out images 4 and 5, etc.

Region Rendering Options

If submitting a Maya Render Job or an Arnold Export Job, you can choose to submit a region rendering job. You can also submit a dependent assembly job to assemble the image when the main region job completes. If using Draft for the assembly, you will need a license from Thinkbox. Otherwise, the output formats that are supported are BMP, DDS, EXR, JPG, JPE, JPEG, PNG, RGB, RGBA, SGI, TGA, TIF, and TIFF.

../_images/maya_region_options.png

The following options are available:

  • Enable Region Rendering: If enabled, the frame will be split into multiple tiles that are rendered individually and can be assembled after.
  • Region Render Type: If set to Jigsaw Rendering then the submission will use Jigsaw, otherwise it will use a grid of tiles.
  • Submit All Tiles as a single Job: If enabled, a single frame will be submitted with all tiles in a single job, otherwise each tile will be submitted as a seperate job with each frame being a seperate frame.
  • Submit Dependent Assembly Job: Submit a job dependent on the region job that will assemble the tiles, if doing jigsaw animation a seperate job will be created for each different named output file
  • Assemble Using Draft: Draft is required when using Jigsaw Rendering. However, when Tile Rendering is the chosen type, you can choose to assemble with Draft, or with the old Tile Assembler application.
  • Cleanup Tiles after Assembly: If enabled, the tiles will be deleted after assembly.
  • Error on missing Tiles: If enabled, then if any of the tiles are missing the assembly job will fail.
  • Assemble Over: Determine what the Draft Tile Assembler should assemble over be it a blank image, previous output or a specified file.
  • Error on Missing Background: If enabled, then if the background file is missing the Draft Tile Assembler job will fail.

Renderer Specific Options

If rendering with Mental Ray, there is an additional Mental Ray Options section under the Maya Options:

  • Mental Ray Verbosity: Set the verbosity level for Mental Ray renders.
  • Auto Memory Limit: If enabled, Mental Ray will automatically detect the optimal memory limit when rendering.
  • Memory Limit: Soft limit (in MB) for the memory used by Mental Ray (specify 0 for unlimited memory).

If rendering with VRay, there is an additional VRay Options section under the Maya Options:

  • Auto Memory Limit Detection: If enabled, Deadline will automatically detect the dynamic memory limit for VRay prior to rendering.
  • Memory Buffer: Deadline subtracts this value from the system’s unused memory to determine the dynamic memory limit for VRay.

If rendering with Redshift, there will be an additional Redshift Options under the Maya Options:

  • GPUs Per Task: If set to 0 (the default), then Redshift will be responsible to choosing the GPUs to use for rendering. If this is set to 1 or greater, then each task for the job will be assigned specific GPUs. This can be used in combination with concurrent tasks to get a distribution over the GPUs.

  • For example:

    • if this is set to 1, then tasks rendered by the Slaves’s thread 0 would use GPU 0, thread 1 would use GPU 1, etc.
    • if this is set to 2, then tasks rendered by the Slaves’s thread 0 would use GPUs {0,1}, thread 1 would use GPUs {2,3}, etc.

Mental Ray Export Job

If rendering a Mental Ray Export job, select the Mental Ray Export Job type.

../_images/maya_export_options.png

The following options are available:

  • Output File: The full filename of the Mental Ray files that will be exported. Padding is handled automatically by the exporter.

  • Export Settings: This opens up the Mental Ray export settings dialog where you can configure the remaining of the settings. Note that this dialog must be open when you submit the job.

    ../_images/maya_mr_export_options.png

You have the option to submit a dependent Mental Ray Standalone job that will render the exported mi files after the export job finishes. The Mentral Ray specific job options are:

  • Threads: The number of threads to use for rendering.
  • Frame Offset: The first frame in the input MI file being rendered, which is used to offset the frame range being passed to the mental ray renderer.
  • Mental Ray Build: You can force 32 or 64 bit rendering.
  • Enable Local Rendering: If enabled, the frames will be rendered locally, and then copied to their final network location.
  • Command Line Args: Specify additional command line arguments you would like to pass to the mental ray renderer.

VRay Export Job

If rendering a VRay Export job, select the VRay Export Job type.

../_images/maya_vray_export.png

The following options are available:

  • Output File: The full file name of the VRay files that will be exported (padding is handled automatically by the exporter).

You have the option to submit a dependent VRay Standalone job that will render the exported vrscene files after the export job finishes. The VRay specific job options are:

  • Threads: The number of threads to use for rendering.
  • Vrimg2Exr Conversion Job: If you are submitting a dependent VRay Standalone job, and the output format is vrimg, you have the option to submit a dependent job that will convert the vrimg files to exr files, using VRay’s vrimg2exr application.

Renderman Export Job

If rendering a Renderman Export job, select the Renderman Export Job type.

../_images/maya_renderman_export.png

The following options are available:

  • Threads: The number of threads to use for exporting. Specify 0 to automatically use the optimal number of threads.
  • Render with RIS: If checked, the exported RIB files will have RIS set as the renderer instead of REYES.

You have the option to submit a dependent PRMan Render job that will render the exported rib files after the export job finishes. The PRMan specific job options are:

  • Threads: The number of threads to use for rendering.
  • Command Line Args: Specify additional command line arguments you would like to pass to the PRMan renderer.

Arnold Export Job

If rendering an Arnold Export job, select the Arnold Export Job type.

../_images/maya_arnold_export.png

You have the option to submit a dependent Arnold Standalone job that will render the exported .ass files after the export job finishes. The Arnold Standalone specific job options are:

  • Local Export to Arnold: If this option is set to true, the Arnold .ass files will be export locally.
  • Threads: The number of threads to use for rendering.
  • Command Line Args: Specify additional command line arguments you would like to pass to the Arnold renderer.

Maxwell Export Job

If rendering a Maxwell Export job, select the Maxwell Export Job type.

../_images/maya_maxwell_export.png

The following options are available:

  • Maxwell Script Name: The path that the exported Maxwell MXS files will be saved to.

You have the option to submit a dependent Maxwell Standalone job that will render the exported .MXS files after the export job finishes. The Maxwell Standalone specific job options are:

  • Local Export to Maxwell: If this option is set to true, the Maxwell MXS files will be export locally.
  • Threads: The number of threads to use for rendering.
  • Command Line Args: Specify additional command line arguments you would like to pass to the Arnold renderer.

Cross-Platform Rendering Considerations

In order to perform cross-platform rendering with Maya, you must setup Mapped Paths so that Deadline can swap out the Project and Output paths where appropriate. You can access the Mapped Paths Setup in the Monitor while in super user mode by selecting Tools -> Configure Repository. You’ll find the Mapped Paths Setup in the list on the left.

As long as all paths used in your Maya scene are relative to the Project and Output paths, and those paths are network accessible, you should have no problems performing cross-platform renders.

However, if you are using absolute paths in your Maya scene file, it is possible for Deadline to swap them as well, but you must save your scene file as a Maya Ascii (.ma) file. Because .ma files are ascii files, Deadline can read them and swap out paths as necessary. If they’re saved as Maya Binary (.mb) files, they can’t be read, and can’t have their paths swapped.

Plug-in Configuration

You can configure the MayaBatch and MayaCmd plug-in settings from the Monitor. While in super user mode, select Tools -> Configure Plugins and select the Maya plug-in from the list on the left.

MayaBatch

batch1 batch2

Render Executables

  • Maya Executable: The path to the Maya executable file used for rendering. Enter alternative paths on separate lines. Different executable paths can be configured for each version installed on your render nodes.

Maxwell For Maya (version 2 and later)

  • Slaves To Use Interactive License: A list of slaves that should use an interactive Maxwell license instead of a render license. Use a , to separate multiple slave names, for example: slave001,slave002,slave003

Path Mapping For ma Scene Files (For Mixed Farms)

  • Enable Path Mapping For ma Files: If enabled, a temporary ma file will be created locally on the slave for rendering and Deadline will do path mapping directly in the ma file.

Debugging

  • Log Script Contents To Render Log: If enabled, the full script that Deadline is passing to Maya will be written to the render log. This is useful for debugging purposes.

MayaCmd

cmd1 cmd2

Render Executables

  • Maya Executable: The path to the Maya executable file used for rendering. Enter alternative paths on separate lines. Different executable paths can be configured for each version installed on your render nodes.

Maxwell For Maya (version 2 and later

  • Slaves To Use Interactive License: A list of slaves that should use an interactive Maxwell license instead of a render license. Use a , to separate multiple slave names, for example: slave001,slave002,slave003

Path Mapping For ma Scene Files (For Mixed Farms)

  • Enable Path Mapping For ma Files: If enabled, a temporary ma file will be created locally on the slave for rendering and Deadline will do path mapping directly in the ma file.

Integrated Submission Script Setup

The following procedures describe how to install the integrated Maya submission script. This script allows for submitting Maya render jobs to Deadline directly from within the Maya editing GUI. The script and the following installation procedure has been tested with Maya 2010 and later.

Submitter Installer

Manual Installation of the Submission Script

On Windows, copy the file [Repository]\submission\Maya\Client\DeadlineMayaClient.mel to [Maya Install Directory]\scripts\startup. If you do not have a userSetup.mel in [My Documents]\maya\scripts, copy the file [Repository]\submission\Maya\Client\userSetup.mel to [My Documents]\maya\scripts. If you have a userSetup.mel file, add the following line to the end of this file:

source "DeadlineMayaClient.mel";

On Mac OS X, copy the file [Repository]/submission/Maya/Client/DeadlineMayaClient.melto [Maya Install Directory]/Maya.app/Contents/scripts/startup. If you do not have a userSetup.mel in /Users/[USERNAME]/Library/Preferences/Autodesk/maya/scripts, copy the file [Repository]/submission/Maya/Client/userSetup.mel to /Users/[USERNAME]/Library/Preferences/Autodesk/maya/scripts. If you have a userSetup.mel file, add the following line to the end of this file:

source "DeadlineMayaClient.mel";

On Linux, copy the file [Repository]/submission/Maya/Client/DeadlineMayaClient.mel to [Maya Install Directory]/Maya.app/Contents/scripts/startup. If you do not have a userSetup.mel in /home/[USERNAME]/maya/scripts, copy the file [Repository]/submission/Maya/Client/userSetup.melto /home/[USERNAME]/maya/scripts. If you have a userSetup.mel file, add the following line to the end of this file:

source "DeadlineMayaClient.mel";
../_images/maya_submission_button.png

The next time Maya is started, a Deadline shelf should appear with a green button that can be clicked on to launch the submitter.

If you don’t see the Deadline shelf, it’s likely that Maya is loading another userSetup.mel file from somewhere. Maya can only load one userSetup.mel file, so you either have to configure Maya to point to the file mentioned above, or you have to modify the file that Maya is currently using as explained above. To figure out which userSetup.mel file Maya is using, open up Maya and then open up the Script Editor. Run this command:

whatIs userSetup.mel

Custom Sanity Check

You can create a CustomSanityChecks.mel file alongside the main SubmitMayaToDeadline.mel in the [Repository]\submission\Maya\Main folder, and it can be used to set defaults in the submission script before it is displayed. For example, here is a script that can set the default Limit Groups based on the renderer:

AddStringAttribute( "deadlineLimitGroups" );
if( GetCurrentRenderer() == "mentalRay" )
    setAttr defaultRenderGlobals.deadlineLimitGroups -type "string" "mray_for_maya";
else if( GetCurrentRenderer() == "vray" )
    setAttr defaultRenderGlobals.deadlineLimitGroups -type "string" "vray_for_maya";
else
    setAttr defaultRenderGlobals.deadlineLimitGroups -type "string" "";

The available Deadline globals are defined in the SavePersistentDeadlineOptions function in the SubmitMayaToDeadline.mel script. These can be used to set the initial values in the submission dialog.

You can also create a CustomPostSanityChecks.mel file alongside the main SubmitMayaToDeadline.mel in the [Repository]submission\Maya\Main folder. It can be used to run some additional checks after the user clicks the Submit button in the submitter. It must define a global proc called CustomPostSanityCheck() that takes no arguments, and must return 0 or 1. If 1 is returned, the submission process will continue, otherwise it will be aborted. Here is an example script:

global proc CustomPostSanityCheck()
{
    // Don't allow mayaSoftware jobs to be submitted
    if( GetCurrentRenderer() == "mayaSoftware" )
        return 0;
    return 1;
}

FAQ

Do I need to install Maya on each machine that will render and all 3rd party plugins that are required?

Yes. Traditionally, Maya and all required scripts & 3rd party plugins should always be installed and licensed (where applicable) on each machine where it is intended to network render on. However, VFX studios tend to operate a Linux OS platform and take advantage of installing software onto a centralized file server that importantly has the performance to support this configuration and then all local machines can be configured to point at this central location. Additionally, 3rd party plugins/scripts can then be added to this central server path location in combination with floating licenses. This level of custom deployment and configuration is beyond the scope of Thinkbox support and you would be best advised to engage an approved Autodesk reseller or Autodesk directly on best practices here. Here are some URL links, which may be of assistance. If you are able to install and successfully run Maya & all your plugins/scripts from a network location in your studio, then Deadline will be able to support network rendering from this location as well. Simply update the MayaBatch & MayaCmd plugins with the new executable path location using Deadline Monitor, click on “Tools” –> “Super User Mode” –> “Configure Plugins...” –> “MayaBatch” or “MayaCmd”.

How to install Maya on a network share

Maya Environment Variables

Which versions of Maya are supported?

Maya versions 2010 and later are all supported.

Which Maya renderers are supported?

All Maya renderers should work fine with Deadline. The renderers that are known to work with Deadline are 3Delight, Arnold, Caustic Visualizer, Final Render, Gelato, Krakatoa, Maxwell, MayaSoftware, MayaHardware, MayaVector, Mental Ray, Octane, RedShift, Renderman, Renderman RIS, Turtle, and VRay. If you see a Maya renderer that’s not on this list, email Deadline Support and let us know!

Does the Maya plugin support Tile Rendering?

Yes. See the “Region Rendering Options” section above for more details.

Does the Maya plugin support multiple arbitrary sized, multi-resolution Tile Rendering for both stills or animations and automatic re-assembly, including the use of multi-channel image formats and arbitary Render Passes? (incl. VRay/Arnold/MR support?)

Yes. We call it ‘Jigsaw’ and it’s unique to the Deadline system! See the “Region Rendering Options” section above for more details.

Which Maya application should I select as the render executable in the MayaCmd plugin configuration?

Select the Render.exe application. This is Maya’s command line renderer.

Which Maya application should I select as the render executable in the MayaBatch plugin configuration?

Select the MayaBatch.exe application. This is Maya’s batch renderer.

What is the MayaBatch plugin, and how is it different than the MayaCmd plugin?

This plugin keeps the Maya scene loaded in memory between frames, thus reducing the overhead of rendering the job. This is the recommended plugin to use, but if you run into any problems, you can always try using the MayaCmd plugin.

Why is each task of my job is rendering the same frame(s)?

This happens if you have the Renumber Frames option enabled in your Maya render settings. Each task is a separate batch, and if Renumber Frames is enabled, each batch will start at that frame number.

I have a multi-core machine, but when rendering the machine isn’t using 100% of the cpu. What can I do?

When submitting the job to Maya, set the Threads option to 0. This will instruct Maya to use the optimal number of threads when rendering based on the machine’s core-count.

Does Deadline support Maya render layers?

Yes. You can either submit one job that renders all the layers, or you can submit a single job per layer.

Can I render scenes that use Maya Fur?

A recommended setup for Maya is to have your project folder on a shared location that all of your machines can see (whether it be a Windows folder share or a mapped path), then create your Maya scene in this project folder. This way, when you submit the job, you can specify the shared project path in the submission dialog, and all of your slave machines will be able to see it (and therefore see the Maya Fur folders within the project folder).

Can I make use of the particle cache during network renders?

Yes you can. All that is necessary to do this is to make your scene’s project directory network-accessible by your slaves. For a guide to setting up particle caches, check out this guide on the ResPower Website that describes the proper set-up procedure for the Maya particle cache.

When clicking on one of the folder browser buttons in the Maya submission dialog, I sometimes get an error.

There is an article on this problem. It’s a .NET problem that seems to randomly occur when the user specifies a path of more than 130 characters, but it looks like Microsoft provides a hotfix for it.

When submitting the job from Maya, if I check the Submit Each Render Layer As A Separate Job box, no jobs are submitted when you click submit.

The render layers you want to submit need to be set to renderable (the letter ‘R’ need to be there next to the render layer) for the submitter to submit the layer. Note that render layer should not be confused with display layer. Deadline only deals with render layers. It is not using the Maya option to render only the content of a specific display layer.

I’m trying to render certain frame range from maya, but Deadline is rendering the entire frame range set in the Maya render globals.

If you have the Submit Each Render Layer As A Separate Job box checked, Deadline grabs the frame information from each individual layer’s render globals when submitting the job. If unchecked, Deadline will use the info from the Frame List in the submission dialog.

Rendering Maya scenes with Deadline is taking forever in comparison to a local render of the same file.

One thing you can try is ensuring that the Local Rendering option is enabled when submitting the job to Deadline. This forces Maya to render the frame locally, then copy it to the final destination after. This has been known to improve rendering speeds.

How do I configure Mental Ray Satellite to render Mental Ray for Maya jobs with Deadline?

  1. Choose a satellite master machine, then modify the maya.rayhosts of the that machine so that it uses the slaves you want.
  2. Only put the master machine in Deadline.
  3. Submit a job, and make sure that the job will be picked-up by the master machine you have setup. Use pools to do so.
  4. In the job property page of the Maya job, in the Maya tab, you could add the following line in the additional arguments field: -rnm 1

This -rnm 1 means “render no master true”, whicht will force the master not to participate in the rendering but only submit and receive the render tasks. You will get better results this way.

You could also use -rnm 0 which means “render no master false” and force 1 cpu on the master (if your master is a dual cpu) so you have 1 cpu free on the master to dispatch the task. In short you should always have 1 cpu free on the master machine for dispatching or else your render time will suffer.

Can I submit MEL or Python Maya script files to Deadline?

Yes, you can submit your own custom scripts from the Advanced tab in the Maya submission script in the Monitor Submit menu.

Can I Perform Fume FX Simulations With Deadline?

Yes and it’s supported by both our MayaBatch & MayaCmd plugins. To do so, follow these steps:

  1. Requires min. FumeFX for Maya v3.5.4
  2. Ensure you have “MayaSoftware” selected as renderer in Maya.
  3. Before you launch the Maya submission script, make sure that the Fume FX NetRender (Backburner) toggle button is “ON” in the FumeFX options in Maya.
  4. Fume FX output paths must be UNC or via mapped drive letter (Windows)
  5. Deadline Slave must have either Fume FX “full” or Fume FX “simulation” license available and authorized. If you wish to use “Sim Only Mode” license, then you can switch via the “Fume FX Prefs Dialog” in Maya prior to Deadline Submission. Note, that you must restart Maya for this license mode change to be committed. Do this before submitting to Deadline if you need to use a Sim. only license on a Deadline Slave.
  6. Submit any arbitrary Maya single frame to begin the Fume FX Simulation (Fume FX uses its own frame range). However, note that Maya will render whatever single frame the Fume FX job was submitted on at the end of the simulation.
  7. Please see the Fume FX for Maya help manual for more details on the above requirements.

How can I region render large VRay Scenes?

By changing the memory frame buffer on the VRay Common tab of the render settings to None you will be able to render larger tiles since VRay does not crop the tiles.

Error Messages and Meanings

This is a collection of known Maya error messages and their meanings, as well as possible solutions. We want to keep this list as up to date as possible, so if you run into an error message that isn’t listed here, please email Deadline Support and let us know.

Error in StartJob: Error in RenderExecutable: 64 bit Maya ####_0 render executable was not found in the semicolon separated list “C:/Program Files/Autodesk/Maya####/bin/MayaBatch.exe;/usr/autodesk/maya####/bin/maya”. The path to the render executable can be configured from the Plugin Configuration in the Deadline Monitor.

(Where #### is the year of Maya release such as “2015”). Using Deadline Monitor, click on “Tools” –> “Super User Mode” –> “Configure Plugins...” –> “MayaBatch” or “MayaCmd”. The above error message is indicating that Deadline has been unable to locate the correct local install path of Maya on the machine which generated the error message. Deadline already ships with all the known, default install path locations for Maya across the 3 supported operating systems. So you shouldn’t have to edit these paths unless you have installed Maya to a custom location. Please note the subtle diffences between the different executables being used between MayaBatch & MayaCmd and also the slightly different file path locations depending on OS. If in doubt, please contact Deadline Support for further assistance.

Error in RenderTasks: Monitored managed process “MayaBatch” has exited or been terminated.

This is the most common Maya error in Deadline. The “MayaBatch” plugin, which keeps the Maya scene file open between tasks (frames) will sometimes not display the full stack trace (error message) regarding the root cause of your issue. To obtain a full error message, you should re-submit the Maya file via either Monitor –> “Submit Maya Job To Deadline” –> “Advanced Options” –> uncheck the “Use MayaBatch Plugin” checkbox OR alternatively in the in-app, Maya submission UI –> “Render Options” –> uncheck the “Use MayaBatch Plugin” checkbox. Allow this job to run and fail in Deadline and a more comprehensive error message should now be available. It is this comprehensive error message that should be sent to Deadline Support if further assistance is required.

Exception during render: Error: (Mayatomr) : could not get a license

Mental Ray is reporting that it can’t find a license. Mental Ray requires an additional license for network rendering, whereas renders such as mayaSoftware and mayaHardware simply uses your Maya license.

Certain versions of Maya come with satellite licenses for Mental Ray, but this requires some additional setting up to enable network rendering. It’s probably best to contact the Maya support team about this.

Exception during render: Renderer returned non-zero error code, 211

When Maya prints this error message it usually means that Maya can’t access a particular path because it either doesn’t exist or it doesn’t have the necessary read/write permissions to access it. This error tends to occur when Maya is either loading the scene or other referenced data or when saving the final output images.

When you get this error, you should check the slave log that is included with the error report. If it is a path problem, Maya shows which path it wasn’t able to access. Check to make sure that the slave machine rendering the job can see the path, and that it has the necessary permissions to read/write to it. If it’s not a path problem, the slave log should still provide some useful information that can help explain the problem.

There is also the case where Maya exits with this error code after successfully rendering the images. If this is the case, there are two things to try:

  1. When you submit the job, enable the option to ignore error code 211.
  2. When you submit the job, enable the MayaBatch option. Deadline doesn’t check error codes in this case.

Cannot open renderer description file “vrayRenderer.xml”

We are not sure if this is specific to a studio’s installation of V-Ray for Maya on OSX (f.e. a studio’s custom environment variables might be confusing the V-Ray installer) or if this is just a bug in the V-Ray installer specficially on OSX. The issue has been reported to support@chaosgroup.com. Currently, Maya 20xx on OSX (where xx indicates any year of Maya that V-Ray ships support for) has 3 x “rendererDesc” directories in the following locations:

  1. /Applications/Autodesk/maya20xx/Maya.app/Contents/bin/rendererDesc/
  2. /Applications/Autodesk/maya20xx/Maya.app/Contents/MacOS/rendererDesc/
  3. /Applications/Autodesk/maya20xx/bin/rendererDesc

The V-Ray installer adds the “vrayRenderer.xml” file to locations (2) & (3). However, Maya requires this file to reside primarily in location(s) (1) and/or (2).

There are a couple of ways to resolve this issue whilst hopefully a fix is provided by Chaos Group in the future.

  • Ensure your slaves have the environment variable “MAYA_RENDER_DESC_PATH” defined and pointing to: “/Applications/Autodesk/maya20xx/Maya.app/Contents/MacOS/rendererDesc”.

  • Alternatively, ensure the user shell of the Deadline Slave has this setting exported such as:

    export MAYA_RENDER_DESC_PATH=
        /Applications/Autodesk/maya20xx/Maya.app/Contents/MacOS/rendererDesc
    
  • Finally, another solution is to ensure on each of your rendernodes you copy the “vrayRenderer.xml” from location (2) to location (1).

Exception during render: Error: Cannot find procedure “getStrokeUVFromPoly”

This error can occur when rendering with paint effects. When you write prerender/postrender scripts be sure to use maya commands and not function wrappers that the gui posts since a huge number of functions don’t get loaded when rendering in batch mode.

For a quick fix, add the following before the call to the prerenderscripts main functions:

source "getStrokes";

Turtle: The system cannot find the path specified.

When Turtle is installed, it sets some environment variables. However, Deadline will not recognize these variables until the Launcher (the application in the Windows tray) is restarted. Restarting the Launcher will fix this problem.

Exception during render: Renderer returned non-zero error code, -1073741819

The error code -1073741819 is equivalent to 0xC0000005, which represents a Memory Access Violation error. So Maya is either running out of memory, or memory is becoming corrupt. Take a look at the full render log to see if Maya prints out any information prior to the crash that might explain the problem.

mental ray: out of memory

Try tweaking your Memory and Performance settings in the mental ray tab in the Maya Render Settings window. Try increasing the Physical memory setting (if you have the extra RAM). A common suggestion is to set it to 80% of your available RAM. You could also try tweaking the Acceleration method settings.

Another thing you can try is trimming down your scene so that is uses less memory.

V-Ray error: [VFBCore::SetRegion] Error writing render region to raw image file.

Ensure V-Ray’s VFB “region render” & “track mouse” buttons are disabled prior to submission to Deadline. It is also recommended to disable “Hide V-Ray VFB in batch mode” & “Disable region rendering in batch mode” in the V-Ray Common settings under Render View in Maya prior to submission if you are already using Jigsaw for region/tile rendering.