In addition to registering Arnold in the global ProductInformation.pit file used by all Autodesk products, AdskLicensingInstHelper also registers Arnold with the Autodesk licensing service (that’s for single-user licensing).
C:\Users\blairs>"C:\Program Files (x86)\Common Files\Autodesk Shared\AdskLicensing\Current\helper\AdskLicensingInstHelper.exe" -help register
AdskLicensingInstHelper - Manage products registration with Autodesk Licensing
AdskLicensingInstHelper.exe [global options] command [command options] [arguments...]
register Register product with the licensing components. Requires admin rights
deregister Deregister product from the licensing components. Requires admin rights
list List all products registered with licensing components
change Change registered product
help, h Shows a list of commands or help for one command
--verbose, -d [O] Output verbose log
--help, -h show help
--version, -v print the version
Unfortunately, there’s no one answer. This is a totally generic error message, and it could be anything. Typically, it’s a bug somewhere. But where?
You could try to manually isolate it…is it shaders? textures? displacement? some object in the scene?
Ideally, you’ll be able to submit a Crash Error Report (CER). That would let us see where the crash actually happened.
The backtrace in an Arnold log won’t tell you, because we hide all the symbols in the shipping Arnold. So every backtrace comes out with things like Ordinal0 or AiLightsPrepare or AiADPDialogStrings, because those just happens to be the nearest unhidden symbols.
If you had a linux backtrace, we could symbolicate that on our end to see where the crash is happening. But on Window, it’s not so easy.
If you see this error in your Arnold log, it most likely means that you have more than 256 per-face shaders. Arnold has a hard limit of 256 shaders that can be assigned to a single object.
[polymesh] /pPlane1/pPlaneShape1: out-of-range shader index (5/3)
You may also see this warning if you have a large number of objects merged into one single object (for example, an Alembic archive that consists of many objects). In some cases, an Alembic archive like that may have more than 256 shaders assigned to the sub-objects.
The valence of a vertex is the number of edges connected to that vertex. In Arnold, the maximum valence is 255 (that’s because of the data type we use to store the valence; we minimize the memory requirements since this is stored per-vertex).
If a mesh in the scene has a vertex with more than 255 edges, you’ll get a WARNING like this:
[polymesh] example_mesh: mesh has at least a vertex with valence higher than 255, disabling subdivision
But if the adaptive subdivision results in a vertex with too many edges, you’ll get an ERROR:
ERROR: [arnold] [subdiv] example_mesh: edge (144578,287741) in face 263433 has a vertex that exceeded the max valence limit of 255