Batch Render animation With Alembic

Autodesk Maya (Plugin developed by JimStar)

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Jolbertoquini
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Hi Guys,

I have again the same problem to render a batch animation at Maya 2015 SP5 and new version of OctaneRender™ for Maya® 2.11.1.

The render view is fine. But soon I try to render batch render, Octane load and send a message as complete.
I had this problem before was the file name I check all fine, all scene, the difference I use a mesh cached with alembic in Maya read this Animation from the Alembic file. I think for some reason the scene with animation baked with alembic and read by Maya to octane doesn't work.

I really need render that animation for one of my clients, I have a bit of time and I still work on but soon I need render a final output soon. :cry: If you could give me any advise for it, Should be great. this one image of my scene.
Attachments
LEGO_TRUCK.0423.png
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Jolbertoquini
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Somefeedback from the batch render and stop doesn't render at all

11/5/2014

Starting "C:\Program Files\Autodesk\Maya2015\bin\mayabatch.exe"
Initialized VP2.0 renderer {
Version : 5.3.2.800. Feature Level 4.
Adapter : NVIDIA GeForce GTX 780 Ti
Vendor ID: 4318. Device ID : 4106
Driver : nvoglv64.dll:9.18.13.4448.
API : OpenGL V.2.
Max texture size : 16384 * 16384.
Max tex coords : 8
Shader versions supported (Vertex: 4, Geometry: 4, Pixel 4).
Shader compiler profile : (Best card profile)
Active stereo support available : 0
GPU Memory Limit : 3072 MB.
CPU Memory Limit: 31069.8 MB.
}
QWidget: Cannot create a// Maya exited with status -1073741819
Last edited by Jolbertoquini on Wed Nov 05, 2014 9:05 pm, edited 2 times in total.
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Jolbertoquini
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From the render view. The render is work normal
// Octane: starting render, frame 433...
// Octane: Scene scale factor: 0.01
// 0:00 Device "1: GeForce GTX 780 Ti (compute model 3.5)" is ENABLED
// 0:00 Device "2: GeForce GTX 780 Ti (compute model 3.5)" is ENABLED
// 0:00 Device "3: GeForce GTX 780 Ti (compute model 3.5)" is ENABLED
// 0:00 Octane engine: creating meshes...
// 0:00 Gathering Mesh objects data...
// 0:14 ...done,
// 0:14 Gathering Subdiv objects data...
// 0:14 ...done,
// 0:14 Gathering Octane Light objects data...
// 0:14 ...done,
// 0:14 Gathering Instancer objects data...
// 0:14 ...done,
// 0:14 Gathering Hair objects data...
// 0:14 ...done,
//
// 0:14 Setting Mesh data of general mesh
// ****************************** GENERAL MESH DATA ******************************
// Number of vertices: 929870
// Number of normals: 2608876
// Number of UVs: 1024325
// Number of polygons: 869624
// Number of material indices: 869624
// Number of vertex indices: 2608876
// Number of normal indices: 2608876
// Number of UV indices: 2608876
// 0:14 ...done setting Mesh data in 0:00
// 0:14 Voxelizing...
// 0:14 ...voxelized in 0:00
// 0:14 ...done creating meshes
// 0:14 Octane mesh data is set to render engine.
//
// ****************************** THIN LENS CAMERA *********************************
// Name: perspShape
// Orthographic: 0
// Film width: 35.999928, Focal length: 50, calculated FOV: 39.597679
// Aperture: 0.35
// Aperture edge: 1
// Distortion: 0.5
// Auto-focus: 1
// Focal depth: 1
// Persp. correction: 0
// Stereo mode: 0
// Stereo output: 3
// Stereo distance: 0.02
// Near clip depth: 0.0001
// Camera: X: 0.487947, Y: 0.107863, Z: 0.85524
// Target: X: 0.155925, Y: 0.153429, Z: -0.066985
// Up: X: 0.0157302, Y: 0.998921, Z: 0.0436924
//
// IMAGER:
// Exposure: 1
// FStop: 2.8
// Iso: 200
// Gamma: 1
// Response: 306
// Vignetting: 0.25
// Saturation: 1
// Hot pixel removal: 0.1
// Premultiplied alpha: 0
// Min display samples: 1
// Dithering: 0
// White saturation: 0
// POSTPROCESSOR:
// Enabled: 1
// Bloom power: 5
// Glare power: 0.1
// Glare ray count: 3
// Glare angle: 15
// Glare blur: 0
// Spectral intensity: 0
// Spectral shift: 2
//
// 0:14 Octane kernel set: Path Tracing
// 0:18 Octane engine: Target node is set...
// 0:18 Octane: Scene export complete.
// Warning: Octane: Image view refresh interval 100 ms is too small for non-live render mode, changed to 3000.0 ms... //
// 0:18 Setting refresh rate to 3000 ms...
// 0:18 ...done
string $octRenderPanel = `octGetRenderWindowPanel`;renderWindowEditor -e -cap "Frame 433, samples: 260/8000, time: 00:00:03/00:01:32, 54.65 Ms/sec, \nMemory: 727M/1934M/3221M, Triangles: 869356, Disp. tri.: 0, Hair: 0, Meshes: 1\nTextures: RGB32: 4, RGB64: 1, Gray8: 0, Gray16: 0" $octRenderPanel;
// renderView //
// Octane: Refreshed image, 260 samples per pixel of 8000

and etc...

// renderView //
// Octane: Refreshed image, 8000 samples per pixel of 8000
// Octane: Frame 433 is rendered, saved "png" image to "C:/Users/JO/Documents/maya/projects/default/images/LEGO_TRUCK.0433.png"
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JimStar
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Could you please enable the "Verbose mode" in Octane global settings before starting the batch render, and post here the mayaRenderLog.txt from Maya's project root directory. It's better to delete this file before starting the render, to have the only log from last session in it.
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Jolbertoquini
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JimStar wrote:Could you please enable the "Verbose mode" in Octane global settings before starting the batch render, and post here the mayaRenderLog.txt from Maya's project root directory. It's better to delete this file before starting the render, to have the only log from last session in it.
Hi Jim

I have already activate I did again, have a look please

11/5/2014

Starting "C:\Program Files\Autodesk\Maya2015\bin\mayabatch.exe"
Initialized VP2.0 renderer {
Version : 5.3.2.800. Feature Level 4.
Adapter : NVIDIA GeForce GTX 780 Ti
Vendor ID: 4318. Device ID : 4106
Driver : nvoglv64.dll:9.18.13.4448.
API : OpenGL V.2.
Max texture size : 16384 * 16384.
Max tex coords : 8
Shader versions supported (Vertex: 4, Geometry: 4, Pixel 4).
Shader compiler profile : (Best card profile)
Active stereo support available : 0
GPU Memory Limit : 3072 MB.
CPU Memory Limit: 31069.8 MB.
}
QWidget: Cannot create a QWidget when // Maya exited with status -1073741819
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JimStar
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Jolbertoquini
If this is all this log file contains - then it seems not Octane is the problem. As this log does show that mayabatch.exe exited before Octane plugin was even loaded...

The reason is somewhere deeper... At least it is strange that some code during load tries to do something with QT Widget in headless mode... :?
Could you try to disable the autoload of this VP2.0 renderer and try again?..
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Jolbertoquini
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JimStar wrote:Jolbertoquini
If this is all this log file contains - then it seems not Octane is the problem. As this log does show that mayabatch.exe exited before Octane plugin was even loaded...

The reason is somewhere deeper... At least it is strange that some code during load tries to do something with QT Widget in headless mode... :?
Could you try to disable the autoload of this VP2.0 renderer and try again?..
Sorry Jim I didn't understand VP2.0 renderer?? I need deactivate the maya software render? I try to switch of the maya vector render but still the same message, could you explain me what I need swicth off or where it is the VP2.0 please sorry for that
Last edited by Jolbertoquini on Wed Nov 05, 2014 10:00 pm, edited 1 time in total.
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JimStar
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I just don't see in this log anything besides VP2.0 renderer. But unlikely it is the reason, as it looks like it was finished loading, and some code after that tried to create QT Widget.
Unlikely it is Octane plugin, as I just checked in the code - the message "OctaneRender v.2.11.1 - 5.4" appears in the log at the very beginning of the Octane plugin load, so if it were Octane plugin tried to create QT Widget - the message "OctaneRender v.2.11.1 - 5.4" should have been shown in the log before mayabatch.exe exited...
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Jolbertoquini
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JimStar wrote:...that tried to create QT Widget.
Sorry could explain me what I need to do, for that please.
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JimStar
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Location: Auckland, New Zealand

Jolbertoquini wrote:Sorry could explain me what I need to do, for that please.
You could disable other plugins to find which of them is the cause.
I've just checked - all works OK on my setup of Maya 2015 SP5 and 5.4 plugin version. So, the only difference here - is some plugin in your setup which tries to create the QWidget in headless "batch render" mode.
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