For Arnold itself, you can ignore that message. Unless you have an Arnold license.
Couldn't register Arnold renderer in Maya PIT file (error while parsing
.pit file). Please contact firstname.lastname@example.org.
For Maya, that message is a symptom of a problem with your Maya install: the Maya installation is not creating all the required files on your system.
If you finish the install (you can install without MtoA if you want), and then try to start Maya and nothing happens, then the ProductInformation.pit file is missing or corrupt.
The Maya install should create this file:
If there is any problem with that file, Maya (and any other Autodesk software) will not start.
Arnold will still render, but it won’t be able to use any Arnold license.
If that file does exist on your system, delete it.
Then remove all Autodesk software, and install Maya again (without MtoA)
You can install MtoA later (go to arnoldrenderer.com/arnold/download to get the latest MtoA).
If you still have problems with the Maya installation, log on to your Autodesk account to contact the Autodesk support team, or go to the Install and Licensing Autodesk forum at https://forums.autodesk.com/t5/installation-licensing/bd-p/24
One of the strange thing about supporting Arnold at Autodesk is that you have to be a guru-level licensing expert on Autodesk licensing (not RLM, but Autodesk licensing).
In this case, Maya 2019 would silently fail at startup. Sometimes you’d see the splash screen, but then that would just disappear.
- There was nothing in the Adlm.log
- No MayaAdlm log was created
TIP All these log files are in the Temp folder.
- On Windows, look in %LOCALAPPDATA%\Autodesk\Logs
- On OSX, look in $TMPDIR
- On Linux, look in /var/tmp
Process Monitor confirmed that the ProductInformation.pit file was missing:
ProductInformation.pit is an all-important file used by the licensing infrastructure. Every Autodesk product must be registered in that pit file.
If ProductInformation.pit is missing, or corrupted, then everything stops working.
Or: how to fix the node “xgen_procedural” is not installed problem.
For example, suppose you want to render XGen hair in CINEMA 4D on macOS.
If you see this warning when you render
Warning: [mtoa] [translator polymesh] ShadingGroup exampleSG has no surfaceShader input
it’s because a shadingEngine node either has nothing connected to the surfaceShader port, or (more likely) it has an unknown node plugged into surfaceShader.
For example, if you load a scene that was set up with a different renderer, and that renderer is not loaded, then you’ll get some “ShadingGroup has no surfaceShader input” warnings.
You can use use color_correct with alpha_is_luminance enabled, like this:
This error means that you are trying to render multiple AOVs into a single file, and the file format (PNG in this example) does not support that.
JPEG, PNG, and TIFF cannot have multiple AOVs in a single file. The AOVs have to be rendered in separate files.
If you get this error, check the Common tab. If you don’t see the <RenderPass> token, then you’re going to get the “more than one output statement was associated with single layer driver” error.
For JPEG, PNG, and TIFF, you need the <RenderPass> token:
Normally, MtoA will automatically add the <RenderPass> token for you. But sometimes Merge AOVs gets enabled for EXRs, and then the Image format is changed to another format, like PNG.
So just switch back to EXR and disable Merge AOVs. Then switch back to the other image format.
If you want to control object visibility with operator, or the Arnold Python API, or by editing an ASS file, you need to understand Arnold’s visibility parameter.
In the UI, the object visibility options look like a bunch of separate parameters:
but in Arnold, all those options are stored in one visibility parameter.
For example, if an object is visible to the camera (primary visibility), and to transmission (both diffuse and specular), then that’s visibility 13.
Why 13? Because 13 = 1 + 4 + 8
- camera rays = 1
- diffuse transmission rays = 4
- specular transmission rays = 8
The Arnold visibility parameter tells Arnold the rays to which the object is visible.
- visibility 0 means the object isn’t visible to any rays
- visibility 255 means the object is visible to all rays
- visibility 253 means the object isn’t visible to shadow rays (so the object does not cast shadows).
Here’s the decimal values for all the different ray types.
To figure out the visibility, just add up the values for the rays you want.
|Ray type||Decimal Value|
|Camera (Primary Visibility)||1|
|Shadow (Casts Shadows)||2|