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How To: Render .ma and .mb Files on the ResPower Super/Farm
Overview
The ResPower Super/Farm™ proudly supports Maya rendering
using the "Maya Software", "Maya Vector", and "mental ray"
render engines. Rendering mental ray for Maya scenes
no longer requires an export to .mi format on your computer. The
Super/Farm™ now performs the export on this end.
This tutorial discusses how to use the ResPower Super/Farm™ for
rendering .ma and .mb files created using Maya 4.0 thru 8.5.
You can obtain a printer-friendly version of this page by
clicking here.
There are a few basic steps to take, which will be discussed in detail
below:
- Prepare your scene file
- Upload your content
- Submit your job for rendering
- Monitor your job's progress
- Download the frames
- Pay
First Time Users
First time users can try out the Super/Farm with zero cost.
This will help you to get a better feel for
what the costs are and to get through the learning curve.
To take advantage of this, please follow this tutorial to submit
10 frames from a scene that is indicative of the work that you
do.
When selecting your 10 frames, be sure to space them evenly
throughout your scene. For example, if you expect to render
a 1000 frame animation, submit every 100th frame using the "Frame
Step" option on the Render Wizard. You would then multiply
the Credits used by 100 to get the closest approximation to final
render cost for that scene.
When submitting your job, please be sure to use the "Metered"
billing model. The metered service allows you to run a job to
completion, see the total cost, and then choose the "Pay For Output"
action on the job status page. To run a test job, all you need to
do is run the job with the metered service, and simply skip the
last step of purchasing the finished output. This allows you to see
the total cost for the job without downloading the finished frames
and without actually paying for them. If during the course of running
your job the cost becomes too high, simply abort the job on the Job
Status page and re-configure your scene to take an amount of time
that will meet your budget.
If you expect to use the Super/Farm to perform still
frame work, please submit a single frame with 1/2 of the
target width and height, using the Split Frame rendering
mode. You would then multiply by 4 to get a close approximation
to final render cost.
Prepare Your Project Directory
Standard Maya Project Directory -
Your scene must reside inside of a standard Maya project directory.
All textures, particle/cloth caches, etc., must be inside of
this same directory. Furthermore, they must be added to the scene
while Maya has been configured using the File -> Project -> Set...
menu option. If they were added prior to this, they may be mislinked,
leading to failure at render time.
Configure Render Globals -
Your scene file must be configured to render using one of the following
render engines:
- Maya Software
- Maya Vector
- mental ray
mental ray users note:
For each frame requested, the Super/Farm will export an .mi file and
then render that .mi file using standalone mental ray.
Many of the Render Global settings can be overridden when you submit
your job using the ResPower Render Wizard™, however, it is
preferrable to have them set correctly in the scene file.
Missing resources -
If you have any missing resources, the scene will fail to render.
This includes textures, plug-ins, etc. If you cannot remove
references to resources that are not in use, be sure to upload
them to the farm. For plug-ins, you will need to contact support
staff to have them installed. If you do not have a texture and
you know that it is not necessary to render the scene, create a blank
texture with the same name.
Output filenames -
Your scene must be configured to produce rendered output with filename
extensions. Maya produces a number of temporary files that do not include
an extension, and so the Super/Farm ignores any output that does not include
a file extension. For example, jpeg files must have the .jpg or .jpeg extension.
Mislinked textures -
If you have any mislinked textures, the scene may fail to render.
A mislinked texture is one that is linked in using a hard coded path,
even though it is in your project directory. This is typically
caused by a texture that was linked in while Maya did not have its
project directory set properly.
Special characters in filenames -
Any .ma,.mb or texture file that uses a special character in a file
name will fail to work properly on the render farm. The following
characters are the only supported characters for filenames:
ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789_-.
For example, a file named ¾view.jpg will not work.
FinalGather maps, Photon maps, and Maya Cloth -
Generate a cache file for each of these if you are using them, and upload
the cache file with your scene.
Be sure that it has one of the following extensions
and is in the exact same folder as your .ma/.mb file on the FTP server:
The maps should be referenced in your .mb/.ma file with absolutely no
paths. For example, a name like "finalgather.fg" is good, while names like
"somefolder/finalgather.fg" or "/finalgather.fg" will not work.
Simultations
Renderings that require any sort of runup or simulation must have a pre-generated
cache uploaded alongside the scene file to work on the farm. Cloth, fluids, and others
may actually render without complaining, but anything that should be affected by the
simulation will not be unless caching is used.
Save your scene -
This probably seems obvious, but you must save the changes to your
scene file prior to uploading it for the render to reflect your design.
We recommend always appending a version number, and increasing that
number with each save, e.g., MySceneV01.mb, MySceneV02.mb, etc.
Upload Your Content

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The server name is www.respower.com, and
the user name/password is the same as for the web site.
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FileZilla - to upload content, simply drag from the
file list on the left into the "source" folder on the right.
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Create a ResPower User Name -
You must have an account with the ResPower Super/Farm before you can
upload any content. Sign up
here.
Open your FTP client -
Although ResPower is officially FTP-client and platform neutral, we will
focus on using FileZilla in this HOWTO. FileZilla is free, fast, and
reliable - all Good Things. If you are using another FTP client,
the concepts are the same, but the screens will look different. Here
is an incomplete list of available FTP clients:
Please note that while using Internet Explorer as an FTP client is possible, it is not recommended.
Many users experience unreliable connections and inexplicable behavior when using IE. Because of
this, ResPower cannot provide technical assistance under these circumstances. If you have problems
connecting with IE, please use one of the fine FTP clients listed above.
Connect via FTP -
The user name and password are the same as the one you use to log in
to the web site. The server name is www.respower.com. The site
profile looks like the one shown in the diagram; you can download
a FileZilla profile
here and import
it by selecting File->Import from the site manager menu.
To connect, select the ResPower connection and click the "Connect"
button.
Upload your content -
This is simply a matter of finding your project directory in the
"local" file system - the one on your computer - and dragging it
over to the "remote" file system, the one at ResPower. Be sure to
place all of your content inside the source folder at ResPower.
Advanced users will want to create separate folders for each project,
e.g., /source/project1, /source/project2, etc. If you do this, be sure
to make a note of which subfolder you placed your content in for
a particular project - this will be the content directory when
you get to the Render Wizard™.
Submit your job for rendering
Render Wizard™ -
Log in to the ResPower web site using the Login panel at the top left
of the page here. From there,
choose the "Render Wizard" link.
Fill in the first screen -
Provide a description - the value you use here is irrelevant as far
as the farm is concerned. Its purpose is to help you to remember
which job is which, rather than forcing you to memorize job numbers
as they are assigned by the Super/Farm™. Select your .ma or .mb
file for
the "Scene File" field; the "Content Directory" is the "Project
Directory" you uploaded previously. For Frame Range, input the start and
end frames, along with any Frame Step you might like to use. For
example, if you put 20 under "Start Frame," 100 under "End Frame," and
10 under "Frame Step," the Super/Farm will render every 10th frame from
20 through 100. If you need to render an odd selection of frames, you
can leave the Start/End/Step Frame field blank and provide an extended
selection on the second screen of the Render Wizard. Finally, select
your Payment Method and click the "Update" button.
Fill in the Second Screen -
Select the appropriate render engine under "Select Render Engine." This
is extremely important - if you attempt to render a Maya 7.x scene
under Maya 4.x, it will obviously not work.
Frame Ranges
You can edit the list of frames that will be rendered essentially
indefinitely. You can add new sequences using the "Add Frame Range"
section, add a single frame using the "Add Single Frame" section, and
a list of frames using the "Add Frame List" section. Each section has
its own "Add" button that you must use for the Render Wizard to recognize
the request. If you accidentally add frames that you do not want to
render, you can select them in the "Current Frame Ranges" list, then
click "Remove Selected" to remove them from the list. The contents of
this list indicate which frames the Super/Farm™ will render.
Image Settings -
You may select the camera name that you would like to render here.
If you do not, then the most recently selected view will be used. If
you decide to specify the camera here, please remember that the camera
name is exceedingly sensitive to case and spaces - ResPower recommends
copying and pasting the camera name directly from the scene rather than
typing it in. If you decide to input the Image Height and Image Width,
remember that those values are in pixels. They are not required unless
you are doing a Split-Frame render.
Pixel Aspect Ratio is NOT The Same As Image Aspect Ratio! -
A common mistake is inputting the image aspect ratio in the pixel aspect
ratio field. These values are not the same thing! Image Aspect
Ratio describes the width of the image relative to its height.
Pixel Aspect Ratio describes the width of each pixel relative to
its height. For example, a 640x480 image designed for computer screens
will have an Image Aspect Ratio of 1.3333, but a Pixel Aspect Ratio of
1.0. If you input 1.333 for the Pixel Aspect ratio, your picture will
come out heavily distorted.
Split-Frame Rendering™ -
Basically, this takes a single frame and divides it into a grid. Each
cell in the grid, or Bucket is then sent to a separate computer
where it is rendered. This is not supported for animations; use it only
to render out stills. At this time, there is no automated re-assembly
of the final image - you will need to stitch the frame back together
using photo-editing software like Photoshop. ResPower recommends using
a 5x5 or 6x6 split when performing Split-Frame renders. This provides a
reasonable trade-off between the overhead of splitting the job up and
the acceleration provided by distributing the render. You should set
the pixel overlap to its maximum value so that any artifacts at bucket
boundaries can be hidden during reassembly. Maya has not exhibited
problems with artifacts at bucket boundaries, but it it's just better to
play it safe :) mental ray has exhibited serious artifacting
across bucket boundaries, serious enough that they cannot be solved with
pixel overlap. As a result, mental ray Split-Frame™ rendering
is not supported.
Hang Detection -
You can typically ignore this section, unless technical support
staff tells you otherwise.
Render Options -
Remember making a note of all of the common options and
output file type earlier? Duplicate those values here.
Monitor your job's progress
Once your job has been submitted, you can monitor its progress and
perform special actions using the Jobs page.
To open the jobs page, click the "Jobs" link at the top of any
Super/Farm page.
Each row contains a job that you have submitted.
Jobs include rendering submissions, frames, and certain other commands,
notably: unpack, rar, and zip.
The table has several columns:
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Job #
This is a unique number identifying
your job. These numbers increase sequentially - at the time of
this writing, there were 9,438,784 jobs.
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User
This should reflect your user name.
If you have turned on "Show Other Users", this column and the
"Description" column will be merged for jobs belonging to other
users and will contain the phrase "Other User"
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Description
This is the description that
you provided on the Render Wizard, or one generated during the
submission of other types of commands.
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Status
This set of columns tells you
the current state of your job. If the job is a render, it
will be divided further into the columns listed below. Each
column will contain a number indicating the number of
sub-jobs (frames, buckets, etc) that are currently in that
particular state. For example, if you submit a render with
1000 frames, the "waiting" column will have 1000 in it until
computers start running those frames.
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waiting
Jobs in this column are waiting for computers to process them.
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running
Jobs in this column are being processed by computers.
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aborted
Jobs in this column are aborted.
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dead
Jobs in this column have failed multiple
times, and the Super/Farm has decided not to try any
further.
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complete
Jobs in this column have finished running.
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total
This is the total number of sub-jobs.
You can drill down to see details on your job by clicking
the number of sub-jobs in a particular column. For example,
if you have submitted a 1000 frame job, and 5 frames have died,
you can click on the "5" in the "dead" column to get a list
of the dead frames.
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Credits
This is the running total of Credits used by your job (and its subjobs).
The number credits used to render a job is calculated using a formula
available on the "Purchase Discounted Credits" page.
It is important to note that this number can increase fairly rapidly,
and can decrease as well.
At the time of this writing, the ResPower Super/Farm is
3.3 THz in size.
This means that it can, in theory, go through 3,300 Credits
every hour.
The actual rate of increase is related to the number and speed of
the computers working on your job, and the type of render engine
you are using.
For example, a 10 frame animation using the most expensive render
engines (mental ray, Brazil r/s, or finalRender) cannot increase at a rate
in excess of 60 Credits every hour, because the Super/Farm
currently consists of nodes less than or equal to 6 GHz in speed
and the Render Engine Factor for these is 1.00.
Similarly, a 10 frame animation using the least expensive render
engines (Lightwave or Vue) cannot increase at a rate in excess
of 30 Credits every hour because the Render Engine Factor for
these is 0.50.
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Actions
This column contains a "Go" button and a drop-down list
of commands you can perform on a job.
Certain commands only show up in certain situations.
For example, if your job has no waiting or running sub-jobs, the
"abort" command does not appear.
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View Log
Brings you to the job's log page. If the job has
sub-jobs (e.g., frames or buckets), you can get to
their logs using the table at the bottom of
the log page.
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What's Wrong
Generates a customized report to explain
why your frames have died. Many error
messages have links explaining how to
work around them.
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Restart Frames [Aborted/Dead]
This command takes all frames in the Aborted
or Dead columns and moves them back to the
waiting column.
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Abort
This command aborts all sub-jobs, or if the
job itself is processing, aborts the job.
The farm charges you through the time when
you abort.
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Zip Output
Causes a job to be submitted to the farm,
which generates a series of .zip archives of the
output folder. Each archive contains
20 frames, so if your FTP client stalls or you
lose your connection, you do not have to
start at the beginnging.
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Rar Output
Causes a job to be submitted to the farm,
which generates a series of .rar archives
of the output folder. Each archive contains
20 frames, so if your FTP client stalls or you
lose your connection, you do not have to
start at the beginning. Furthermore,
Rar gives higher compression ratios than
.zip.
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Make AVI
New! Causes a job to be submitted to the farm,
which generates a .avi file from the
.bmp's in the output folder. The .avi is
compressed using the XviD
codec for high-quality, deep compression.
This option currently only works with .bmps. Note: you can download
a pre-compiled copy of the XviD codec for Windows
and/or MacOS here.
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Submit Copy
Submits a copy of the job. Please note that
if the job has sub-jobs, they will be copied
as well.
Pay
Please note: if you are using the Metered Service billing option, you must pay
for your job prior to downloading it.
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Metered Service - On the Jobs page, choose "Pay for Output" from the Actions
column, and click Go. Once you have paid for your job, permission to download the
results will be granted.
Download the frames
Use your FTP client to retrieve the frames. They will be
in the /renders/<job-number> folder, and named
"frame_<number>.<ext>" You can compress your files
prior to downloading using the "Zip Output" or "RAR Output" commands;
ResPower recommends using the "RAR Output" option, since it will
create a multi-part archive, with each part set to 25 MB.
Known Issues
Output folder does not appear on FTP site
Output folder does not contain all frames on FTP site
There are two possible causes for this:
The job does not have any complete frames/buckets. If frames
are not complete, there is nothing for the Super/Farm to place into the
Output Folder. The Output Folder is only created once at least one
frame is complete.
Your FTP client is caching the directory
listing.
Many
FTP clients try to save time by storing a local copy, or cache,
of each FTP server's directory listings. Because the ResPower
Super/Farm is constantly placing files into your FTP directory,
this cache can very quickly become out-of-date, which will make your
client show you listings that are inaccurate. To solve this, use your
client's "Refresh" option to re-download the directory listing. For
FileZilla, the hotkey for Refresh is F5.
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Cannot delete or overwrite files on FTP
"Permission denied" errors uploading to FTP
You are not allowed to delete files from your /renders folder; these
are automatically cleared out by our automated diskspace recovery tools.
If you are trying to delete files or folders from your /source folder,
or are attempting to upload into a subfolder of your /source folder,
there are several likely culprits:
The server thinks they aren't your files.
When you unzip
files, they show up on the server as belonging to a different user
from you. To fix this, use the "Take Access" link available on
the web site once you have logged in
Your FTP client is not descending into the directory.
One of the reasons ResPower recommends FileZilla is that it will
descend into directories to delete them.
Your FTP client is not deleting hidden files. One of the
downsides of FileZilla is that it does not list hidden files by
default, and so even if it descends into a directory, it could
miss those files, preventing FileZilla from deleting the directory
itself. To fix this, we recommend changing two settings. First,
choose Edit->Settings from the menu.
Then select Connection-> Directory Cache in the tree on
the left. Make sure that "Don't Use Cache" is checked.
Select Interface Settings->Remote File List from the tree
on the left. Make sure that Always show hidden files is
checked. Once you have made these configuration changes, and used
the "Take Access" button, you should be able to delete files in
your /source/ directory at will.
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Progressive JPEG Textures Fail To Render
The JPEG standard allows for two encoding schemes, Progressive and
non-progressive.
The progressive encoding scheme is useful for web sites, because the
image will appear immediately with low quality, and then as the
download continues, progressively improve in quality until the whole
image is available.
Unfortunately the Maya batch renderer has trouble when using
progressive JPEG files as texture maps. Symptoms include:
- Failed render with log message indicating that the texture
failed to load.
- "Successful" Render where the texture is simply not
applied.
The workaround is to not use progressive JPEG files for texture maps.
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CMYK TIFF Textures Fail To Render
TIFF files allow for various color encoding schemes, including
RGB and CMYK.
The Maya batch renderer has trouble when it encounters textures
encoded in the CMYK color space. Symptoms include:
- Failed render with log message indicating that the texture
failed to load.
- "Successful" Render where the texture is simply not
applied.
The workaround to use RGB- and RGBA-coded TIFF files for texture
maps.
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Renumber Frames Option Not Supported
The "Renumber Frames" option in the "Image File Output" ->
"Renumber Frames" roll-out on the render globals dialog is
not supported and must be turned off.
This option causes maya to renumber every frame to the
same number, yielding a single output file.
Turn this value off prior to uploading your scene.
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Particle Caching Can Produce Network Overhead
When using particle systems be aware that the more particle systems
cached, the more network overhead will be present.
This network overhead occurs during render time and is not
removed from your billing.
Depending on the number of particle systems cached, your render
time can be greatly affected.
Please note that one or two particle caches will not be likely to
cause significant overhead; this is primarily an issue when you
have dozens or hundreds of caches.
The dynamic is that all of the computers on the farm try to read
the particle cache files during render, causing the file servers to
become overwhelmed trying to keep up with the load.
This is not as much of an issue with texture maps and scene files
because those files tend to stay in the file-system cache
(i.e., RAM), thereby reducing the stress on the file servers.
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Mental Ray vs. Layers
When we render Maya scenes using mental ray, we use the included
mayatomr plug-in to generate a .mi file that is then passed along
to standalone mental ray.
We recently discovered a bug in this exporter having to do with
Maya layers.
In Maya, you can configure each layer to have a different output
file name.
Unfortunately, mayatomr generates a .mi file where all of the
layers have a single file name.
So mental ray dutifully renders the same scene for each layer,
overwriting the previous layer on each pass.
Obviously this is not what you would want.
There is a workaround, which is to have only one layer turned
on for rendering in the .ma/.mb file, which works exactly as
you would expect.
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Common Error Messages
Texture file <file-name> doesn't exist, node <node-name>
This indicates one of these conditions:
- The file is not present at the ResPower FTP site
Check the ResPower FTP site to verify that your file is
present and is the same size as the same file on your
computer.
If it isn't, please re-upload your texture file and
restart your dead frames as described
above.
- The scene was submitted with the wrong Content Directory
Maya always stores the fully-qualified filename for your
textures, regardless of whether they are in your project
directory or not.
Maya stores a double-slash in the file's name if the file
is in your project directory.
For example, if you have a file
sourceimages/mytexture.jpg in your project
directory c:/myprojects/project001 ,
then Maya will store the name
c:/myprojects/project001//sourceimages/mytexture.jpg
in your scene file.
When you render your project on the Super/Farm™, Maya strips
off everything before the double-slash and replaces that with
the content directory you select in the Render Wizard™.
It is therefore absolutely critical that you select the correct
content directory.
If you don't then you will see this error, and Maya
will list <file-name> as missing, with the
double-slash included.
To see if this is what happened, choose "View Log" for the
job in question as described above,
and verify that the content directory corresponds to the root
of your project directory on the ResPower FTP server.
Common mistakes are to select the "scenes" or "sourceimages"
folder as your content directory.
If you determine that this is what happened, please re-submit
your job and select the correct content directory.
- The file is not linked correctly in the Maya scene file
If the file is present and the scene was submitted using the
correct content directory, the most likely cause of this
error is that the your scene file is not linked properly.
If you do not see the double-slash in <file-name>,
what has most likely happened is that when you linked in the
texture, Maya did not have the project directory set and
so did not insert the double slash.
The fastest procedure we have found to fix this is:
- Launch Maya.
- Use the
File->Project->Set command
to select your project directory.
- In the MEL command box at the bottom-left of the
Maya window, type
select <node-name>
- In the attribute editor, browse for the texture file
in your project directory.
- Save your scene file.
- Re-upload your scene file.
- Re-submit your scene.
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Error: The headsUpDisplay Command cannot be run in batch mode
The most likely cause of this error is that you have a script node
that uses the headsUpDisplay command.
Please remove this script node or its use of the command,
save and re-upload your scene.
This error is typically followed by Error: An
execution error occured in the expression
<expression-node>
.
Check <expression-node> to see if it is the script
node that is referencing the headsUpDisplay command.
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Error: An execution error occured in the expression
<expression-node>
Please remove this script node or modify it so that it
does not cause an error.
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Error: An error has occurred. Rendering aborted.
Error: an error dialog box popped up. Caption Was:mayabatch.exe - Application Error
Unfortunately, these are two of the least useful Maya
error messages available. The most common causes of these errors
are:
- Your scene is consuming too much memory, causing Maya to crash.
- Your scene is corrupt, causing Maya to crash.
- You have a texture that is corrupt, using the wrong byte ordering (i.e., it's a Mac TGA instead of a PC TGA), or
truncated, causing Maya to crash.
- On rare occasions, rendering to formats other than .iff have caused these
errors to appear. Try rendering to .iff format instead.
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Error: mayabatch says there are no renderable cameras.
All of the cameras in your scene have the "renderable" option
unchecked. Please turn on the "renderable" option for at least
one camera, re-upload your scene, and try again.
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API error 301099:, line num: while defining texture "a": failed to open texture file b
mental ray was unable to open your texture file. Common causes of this include:
- You are using .TIF files with Motorola/Mac byte-ordering as textures.
Convert your texture to use IBM/Intel byte-ordering, re-upload, and try again.
Alternatively, switch to a less error-prone texture format, like JPG.
- Your texture has not fully uploaded or is otherwise corrupt.
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spm daemon not running
SPM_FATAL ERROR (path\ray.exe) at time:
The mental ray license server running on ResPower's server
has crashed. This is fairly common, because the "SPM daemon"
has a tendency to crash under the weight of our massive farm
requesting licenses. The license server restarts the daemon
when necessary, checking every 5 minutes. If this error results
in dead frames, simply "Restart Frames [aborted/dead]" from the
Job Status page.
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