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Post by bernard on Mar 13, 2014 5:21:46 GMT -5
Hello,
when exporting assets with arnold renderer, I get no aiShader.ass file.
using miarmy 3.0 on linux...
thanks,
bern
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Post by Yeah YANG on Mar 22, 2014 9:25:20 GMT -5
Hello Bern, You're problem is weird, please be patient, we'll find a way to solve it. We're sorry about the inconvenience. 1. Would you please try this MEL command: arnoldExportAss -f "e:/aiShader.ass" -asciiAss -mask 16 -lightLinks 0 -shadowLinks 0; you can change the "e:/aiShader.ass" to whatever you like existed in you machine. And see is the file exported to the right place. 2. May I ask, If you put the aiShader.ass from DATA folder to right place, is the image can be rendered out correctly?? Thank you for your detailed feedback! Best regards! --Yeah Read more: basefount.proboards.com/thread/162/arnold-dso#ixzz2whZ2Gh8gHello, when exporting assets with arnold renderer, I get no aiShader.ass file. using miarmy 3.0 on linux... thanks, bern
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Post by bernard on Mar 23, 2014 9:20:29 GMT -5
hello ,
tested moving to another place and exporting, but always the same error when rendering...
When I use the Gremlin agent with no randomized textures, it renders perfectly...
thanks,
bern
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Post by bernard on Mar 24, 2014 2:58:10 GMT -5
Hello,
started from scratch...
New scene...a simple BOX agent with shader attached, and texture...
When using MeshDrive 3.0 agents render perfectly (all with randomized textures) NO problem...
When using the Arnold DSO (maya 2014, linux), some agents do render with attached texture (namely the first number 0 tag) Texture numbers 1 to 5 don't. The other agents in the render have no shader color...they are just pink color (arnold's way of saying NO shader...)SEE <<http://arnoldsupport.com/2013/01/28/missing-shaders-in-images-rendered-with-kick/>>
When using NO randomized textures, everything works fine...
Here a message I get in the terminal:
00:00:00 WARNING | pCube1_boxGeoShape2.visibility: use type BYTE, not INT (converted automatically) 00:00:00 WARNING | too many messages (>5) of type: "AiArrayGetMtx: out-of-range error in %s at line %d" -- not printing any more! 00:00:00 WARNING | pCube1_boxGeoShape3.visibility: use type BYTE, not INT (converted automatically) 00:00:00 WARNING | too many messages (>5) of type: "%s.%s: use type BYTE, not INT (converted automatically)" -- not printing any more! 00:00:00 WARNING | [ass] line 36: pCube1_boxGeoShape0.shader: unresolved reference to 'aiStandard1SG__mcd3' 00:00:00 WARNING | [ass] line 69: pCube1_boxGeoShape1.shader: unresolved reference to 'aiStandard1SG__mcd4' 00:00:00 WARNING | [ass] line 102: pCube1_boxGeoShape2.shader: unresolved reference to 'aiStandard1SG__mcd4' 00:00:00 WARNING | [ass] line 135: pCube1_boxGeoShape3.shader: unresolved reference to 'aiStandard1SG' 00:00:00 WARNING | [ass] line 168: pCube1_boxGeoShape4.shader: unresolved reference to 'aiStandard1SG__mcd2'
00:00:00 ERROR | AiArrayGetMtx: out-of-range error in plugins/mtoa/nodes/shape/ArnoldStandInGeometry.cpp at line 114 00:00:00 ERROR | AiArrayGetMtx: out-of-range error in plugins/mtoa/nodes/shape/ArnoldStandInGeometry.cpp at line 20
I thinks it has something to do with the Arnold Procedural for maya 2014, linux version...
thanks and greetings,
bern
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Post by Yeah YANG on Apr 3, 2014 19:48:39 GMT -5
Hello Bern, thank you very much for your feedback and sorry about the inconvenience. I'll contact with you in email and send you some special code for testing today. Seems like the shader duplication problem. And hope that can find the problem. Best regards! --Yeah Hello, started from scratch... New scene...a simple BOX agent with shader attached, and texture... When using MeshDrive 3.0 agents render perfectly (all with randomized textures) NO problem... When using the Arnold DSO (maya 2014, linux), some agents do render with attached texture (namely the first number 0 tag) Texture numbers 1 to 5 don't. The other agents in the render have no shader color...they are just pink color (arnold's way of saying NO shader...)SEE <<http://arnoldsupport.com/2013/01/28/missing-shaders-in-images-rendered-with-kick/>> When using NO randomized textures, everything works fine... Here a message I get in the terminal: 00:00:00 WARNING | pCube1_boxGeoShape2.visibility: use type BYTE, not INT (converted automatically) 00:00:00 WARNING | too many messages (>5) of type: "AiArrayGetMtx: out-of-range error in %s at line %d" -- not printing any more! 00:00:00 WARNING | pCube1_boxGeoShape3.visibility: use type BYTE, not INT (converted automatically) 00:00:00 WARNING | too many messages (>5) of type: "%s.%s: use type BYTE, not INT (converted automatically)" -- not printing any more! 00:00:00 WARNING | [ass] line 36: pCube1_boxGeoShape0.shader: unresolved reference to 'aiStandard1SG__mcd3' 00:00:00 WARNING | [ass] line 69: pCube1_boxGeoShape1.shader: unresolved reference to 'aiStandard1SG__mcd4' 00:00:00 WARNING | [ass] line 102: pCube1_boxGeoShape2.shader: unresolved reference to 'aiStandard1SG__mcd4' 00:00:00 WARNING | [ass] line 135: pCube1_boxGeoShape3.shader: unresolved reference to 'aiStandard1SG' 00:00:00 WARNING | [ass] line 168: pCube1_boxGeoShape4.shader: unresolved reference to 'aiStandard1SG__mcd2' 00:00:00 ERROR | AiArrayGetMtx: out-of-range error in plugins/mtoa/nodes/shape/ArnoldStandInGeometry.cpp at line 114 00:00:00 ERROR | AiArrayGetMtx: out-of-range error in plugins/mtoa/nodes/shape/ArnoldStandInGeometry.cpp at line 20 I thinks it has something to do with the Arnold Procedural for maya 2014, linux version... thanks and greetings, bern
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Post by Yeah YANG on Apr 3, 2014 21:24:39 GMT -5
Hello Bern, I'm so sorry for the inconvenience~~ Would you please help us and do this test, your problem is almost the code not copy and randomize texture in maya 2014 correctly, I tested windows maya 2014 and everything is OK, so I modify some code and try to figure our where the problem is. There is a test code for your checking:) 1. Find the attachment code: McdRenderARFunctions.py (34.01 KB) Please place this code to below addr and replace the old one <...>\Basefount\Miarmy\maya\scripts 2. restart Maya 3. as usual click Miarmy > Render > Arnold > Setup Current Frame 4. there will be some planes created and hold randomize textures like the below picture: 5. Please check the planes in step 4 and see are these planes contain the correct shader. (forexample render them) Would you please let me know if these planes all contain correct textures and can be rendered?? Best regards! --Yeah hello , tested moving to another place and exporting, but always the same error when rendering... When I use the Gremlin agent with no randomized textures, it renders perfectly... thanks, bern
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Post by bernard on Apr 4, 2014 8:45:47 GMT -5
Hello Bern, I'm so sorry for the inconvenience~~ Would you please help us and do this test, your problem is almost the code not copy and randomize texture in maya 2014 correctly, I tested windows maya 2014 and everything is OK, so I modify some code and try to figure our where the problem is. There is a test code for your checking:) 1. Find the attachment code: Please place this code to below addr and replace the old one <...>\Basefount\Miarmy\maya\scripts 2. restart Maya 3. as usual click Miarmy > Render > Arnold > Setup Current Frame 4. there will be some planes created and hold randomize textures like the below picture: 5. Please check the planes in step 4 and see are these planes contain the correct shader. (forexample render them) Would you please let me know if these planes all contain correct textures and can be rendered?? Best regards! --Yeah hello , tested moving to another place and exporting, but always the same error when rendering... When I use the Gremlin agent with no randomized textures, it renders perfectly... thanks, bern Hello Yeah many thanks when I replaced the script and render my scene with the arnold dso the planes are rendered, but they aer all in the same origin (0,0,0) I have to give them different positions to see them... The planes are generated in the outliner and the correct shader is assigned. My original scene boxes are also rendered...with randomized textures...That's good, BUT when I remove the test planes my boxes render bad again without randomized textures, and some pink color. I have to keep the text planes in my scene to get a correct render... How can I remove the planes and still render my boxes... Is it possible to modify the script...? thanks, bern
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Post by bernard on Apr 5, 2014 14:48:36 GMT -5
Hello;
with this script my scene renders, but I got the extra planes...
Is it possible to modify this script without the extra planes; so that my scene renders?
thanks,
bern
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Post by Yeah YANG on Apr 6, 2014 10:22:24 GMT -5
Hello Bern, Thank you for you patient. Usually, you need delete those planes, because the aiShader.ass already contains the planes shaders. 1. What will happen when you delete or hide those planes and render?? 2. would you mind redo this and send me all the contents you exported?? 3. Another, would you mind re-install the entirely miarmy 3.0 express and also the arnold mtoa again? Best regards! --Yeah Hello; with this script my scene renders, but I got the extra planes... Is it possible to modify this script without the extra planes; so that my scene renders? thanks, bern
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Post by bernard on Apr 6, 2014 12:10:09 GMT -5
hello,
if I delete the planes, the geometry renders pink...
Why re-install miarmy?
greetz,
bern
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Post by Yeah YANG on Apr 7, 2014 6:31:33 GMT -5
Hello Bern, Would you please send me your exported files The aiShader.ass and others all ass files. If you delete those files and rendered pink, maybe the shader not exported correctly. Would you please send me your scene file and let me export it again, and compare it with yours. Re-install is means I didn't know whether you installed the old copy contain some bugs... If you confirm the latest version, please ignore it. Best regards! --Yeah hello, if I delete the planes, the geometry renders pink... Why re-install miarmy? greetz, bern
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Post by bernard on Apr 7, 2014 7:04:08 GMT -5
Hello Bern, Would you please send me your exported files The aiShader.ass and others all ass files. If you delete those files and rendered pink, maybe the shader not exported correctly. Would you please send me your scene file and let me export it again, and compare it with yours. Re-install is means I didn't know whether you installed the old copy contain some bugs... If you confirm the latest version, please ignore it. Best regards! --Yeah hello, if I delete the planes, the geometry renders pink... Why re-install miarmy? greetz, bern hello Yeah, here are the files... aiShader.ass (10.92 KB) assStandinRaw.0001.ass (89.16 KB) box_agent_render.ma (144.41 KB)
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Post by Yeah YANG on Apr 8, 2014 8:12:53 GMT -5
Hello Bern, I know where your problem is now after reviewing your files. Reason: The reason of your problem is your standin file not contain the shader information, That is means your aiShader.ass not exported to correctly, and it went into the place and our system cannot find and merge it. A normal standin file contain shader session which merged from aiShader.ass. Maybe Solution: I notice the path you fill at Arnold Export path is mcache/arnold arnoldWould you please change it to somewhere exist and absolute path, such as: /home/bern/maya/projects/miarmy/arnold arnoldWhen your aiShader.ass exported correctly. it will all work out! Thank you for your patient~ Best regards! --Yeah Hello Bern, Would you please send me your exported files The aiShader.ass and others all ass files. If you delete those files and rendered pink, maybe the shader not exported correctly. Would you please send me your scene file and let me export it again, and compare it with yours. Re-install is means I didn't know whether you installed the old copy contain some bugs... If you confirm the latest version, please ignore it. Best regards! --Yeah hello Yeah, here are the files... View AttachmentView AttachmentView Attachment
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Post by bernard on Apr 8, 2014 8:58:54 GMT -5
Hello Yeah,
Thaaaankssss...Now it works perfectly, and files are exported correct!!!
greetings,
bern
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