[OSX] Getting Arnold logs for batch renders


You can get individual log files for each frame:

  1. In the Arnold Render Settings, go to the Diagnostics tab.
  2. In the Verbosity Level list, click Warnings + Info.
  3. Click the File check box.
  4. Click the folder icon and choose a folder for the Arnold log files.

mtoa_render_settings_log

Or you can check the MayaRender log, which will be one log file, with the log messages for every frame.

On OSX, open the Console and look for ~/Library/Logs/Maya/mayaRender.log
mayaRenderlog

Removing MtoA from Maya scenes


If you don’t use Arnold, but someone has saved your scene files with MtoA loaded, then you’ll get some errors and warnings when you open that scene without MtoA.

// Error: line 0: The camera 'perspShape' has no 'ai_translator' attribute. // 
// Error: line 0: Node "perspShape" has no attribute "ai_translator". // 
// Error: line 0: The camera 'topShape' has no 'ai_translator' attribute. // 
// Error: line 0: Node "topShape" has no attribute "ai_translator". // 
// Error: line 0: The camera 'frontShape' has no 'ai_translator' attribute. // 
// Error: line 0: Node "frontShape" has no attribute "ai_translator". // 
// Error: line 0: The camera 'sideShape' has no 'ai_translator' attribute. // 
// Error: line 0: Node "sideShape" has no attribute "ai_translator". // 
// Error: line 0: The mesh 'pPlaneShape1' has no 'ai_translator' attribute. // 
// Error: line 0: Node "pPlaneShape1" has no attribute "ai_translator". // 
// Error: line 0: The mesh 'pSphereShape1' has no 'ai_translator' attribute. // 
// Error: line 0: Node "pSphereShape1" has no attribute "ai_translator". // 
// Error: line 0: The mesh 'pCubeShape1' has no 'ai_translator' attribute. // 
// Error: line 0: Node "pCubeShape1" has no attribute "ai_translator". // 
// Warning: line 0: Unrecognized node type for node 'defaultArnoldRenderOptions'; preserving node information during this session. // 
// Warning: line 0: Unrecognized node type for node 'defaultArnoldFilter'; preserving node information during this session. // 
// Warning: line 0: Unrecognized node type for node 'defaultArnoldDriver'; preserving node information during this session. // 
// Warning: line 0: Unrecognized node type for node 'defaultArnoldDisplayDriver'; preserving node information during this session. //

Here’s how to remove all the MtoA (aka Arnold) attributes and nodes.

First, don’t load MtoA. Uninstall MtoA.

Now, just loading and saving your scene will get rid of the ai_translator attributes. All that’s left to do is get rid of the unknown nodes. There’s just four (assuming nobody created any Arnold shaders or lights or standins in the scene): the four defaultArnold nodes:

ls -typ "unknown";
// Result: defaultArnoldDisplayDriver defaultArnoldDriver defaultArnoldFilter defaultArnoldRenderOptions //

Here’s a MEL script to remove all unknown MtoA nodes from a scene:

string $mtoaNodes[] = `ls -typ "unknown"`;

for ($node in $mtoaNodes){
	if (`objExists $node` && `unknownNode -q -p $node` == "mtoa"){
		print("Deleting mtoa node " + $node + "\n");
		delete $node;
	}
}

Maya standins with Softimage ass files


sitoa_ass_in_maya
If you want to export ASS files from Softimage and use them in Maya, all you have to do is add the SItoA shaders (eg SItoA\Application\Plugins\bin\nt-x86-64) to the Plugin Search Path
mtoa_plugin_search_path

ASS files from Softimage use SItoA-specific shaders, so you need to tell Arnold where to find those SItoA shaders. For example, since SItoA 4.0, there’s a new Closure node that connects shaders like Standard Surface to color parameters.  MtoA doesn’t  have a Closure node, because MtoA took a different approach to dealing with the fact that Standard Surface returns a closure data structure, not a color.

Setting up Arnold render nodes


I’ve seen several variations of this question recently. Usually there’s some confusion about “Arnold standalone” and what’s actually required on a render node.

If you rendering scene files from Maya, or 3ds Max, or some other 3d application, then you do not need Arnold standalone.

You need the 3d application (Maya, 3ds Max) and the Arnold plugin for that application (MtoA, MAXtoA).

For example, let’s suppose you want to render Maya scene files.

  • You need to install Maya and MtoA on each render node.
  • You don’t need Maya licenses for batch rendering, and you don’t need licenses to install Maya on render nodes.
  • You need Arnold licenses, which are a separate purchase. MtoA is free and unlicensed. Arnold, however, does require a license to render without the watermark. You need one Arnold license for each render node (for you CINEMA 4D users, a TeamRender client is an Arnold render node and requires its own license).
  • You need an Autodesk network license server running somewhere (not on a render node).
  • You need to connect Arnold to the Autodesk network license manager, and you do that by setting ADSKFLEX_LICENSE_FILE.

It’s the same thing for 3ds Max and MAXtoA.

[mtoa] Running a silent install


On Windows, run the MtoA installer with the flags /S /FORCE_UNINSTALL=1

MtoA-2.0.2.2-2018.exe /S /FORCE_UNINSTALL=1

You can use /D to specify a different install location.

On Linux, use the – – silent command line flags. Note the space between “- -” and “silent”.

sudo sh MtoA-2.0.1.1-linux-2017.run -- silent

The Linux installer will put MtoA in /opt/solidangle/mtoa/<maya version>. If you want to install in a different location, you can extract MtoA, and then set up your own script for installing MtoA.

On OSX, use the installer command:

sudo installer -pkg "MtoA-2.0.2.4-darwin-2017.pgk" -target /

Note that -target is a volume, not a folder.

WARNING | unable to load dynamic library .\ai_renderview.dll: The specified module could not be found.


kick checks the current working directory for plugins (shaders and procedurals). That means kick tries to load all .dll/.so/.dylib files in the current directory.

So if you do this:

cd C:\solidangle\mtoadeploy\2017\bin
kick -nodes

Then you’ll get a warning like this (plus a pop-up System Error dialog that says “Qt5Core.dll is missing from your computer”).

loading plugins from .
WARNING | unable to load dynamic library .\ai_renderview.dll: The specified module could not be found.

On OSX, the warning would  say ./libai_renderview.so, and on Linux, ./libai.so

Notice the “loading plugins from .” The single period, or dot, represents the current directory.

The solution? Don’t run kick in the MtoA bin folder. Don’t run kick in an any folder where there are non-plugin libraries.