Solid Angle Maya To Arnold 3.3.0.1 For Maya Win Mac Lnx

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Matt Dreher

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Apr 27, 2024, 8:25:39 PM4/27/24
to dieliatode

Maybe this is made abundantly clear somewhere up front, and had I been allowed to buy the license myself I would have noticed the giant fat "GUESS WHAT! YOU CAN'T BATCH RENDER" banner that must be on the buy maya page of Autodesk's site.

After opening Maya and letting things load I get the error message "Warning: file: C:/Program Files/Autodesk/Maya2017/scripts/others/supportRenderers.mel line 64: The renderer "arnold" used by this scene, is not currently available. The "mayaSoftware" renderer will be used instead."

Solid Angle Maya To Arnold 3.3.0.1 for Maya Win Mac Lnx


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I have tried doing a repair on my maya install. Tried completely uninstalling and reinstalling and also tried downloading the latest version of arnold directly from solidangle and deleting and reinstalling that but all these things won't work. I also read that arnold needs a CPU that can support SSE 4.2 which mine does (Intel i7 5930K)

Arnold is based on the Monte Carlo Path Tracing algorithm, making extensive use of importance sampling and other numerical techniques to improve the quality of rendered images. Throughout the 2010s, its team published research that popularized the use of solid angle-based sampling of area lights in production rendering,[4][5][6] equi-angular sampling for volumetric scattering,[7] ray-traced sub-surface scattering,[8] and blue-noise dithered sampling.[9]

Hello,
We have installed beta 4 and can confirm that it is now making subfolders on the slave for the JobPreload files and other plugin data - so thanks for that! For example, we now get folders like this: C:\Users\temrender\AppData\Local\Thinkbox\Deadline6\slave\RENDER121\jobsData\5237485157182316f491ff39. Unfortunately, we are finding some new issues that did not seem to exist in Beta 3. We have a fairly complex file that we are rendering with Arnold. We tend to prefer the MayaBatch Plug-in over the MayaCmd plugin, because of the obvious benefits of not having to reload the maya scene (aprox 5 gigs) for each frame. After installing beta 4, we have begun to see texture flicker issues between frames using the MayaBatch Plugin. The first frame renders correctly, (and takes longer because it needs to load the scene) - but any subsequent frames on the same slave outputs inconsistent texture results. (i.e. flicker) - If we render the same file using MayaCmd, the frames render without issue. These are scenes that rendered correctly under MayaBatch in previous versions of the the Deadline beta. We are in contact with Solid Angle, and they have requested to see the code that is being used to submit the render under the different plug-ins. Is that something that I or Thinkbox can provide them? I am leaning towards thinking its a Deadline beta issue, based on the fact that it used to run successfully, and Solid Angle thinks they might be able to help debug it if given access to our logs / plugins. Which leads me to another question that I will submit as another thread, to keep this once specific to the texture flicker issue.

As Edwin mentioned, all the MayaBatch plugin is doing is generating the same melscript that Render.exe would produce and then piping it into mayabatch.exe directly. What you can do is modify the MayaBatch.py file slightly to show the melscript that we are executing in the render log. This could then be passed on to the Arnold guys to get their input.

- [Instructor] An interesting side effect of plugin renderers such as Arnold is that they sometimes enable a kind of weird level of compatibility between host applications. For example, we can take the procedural shaders or textures from one program such as Maya, and use those in another program such as 3ds Max. This opens up some possibilities that we might not have otherwise. For example, Maya's snow texture, which applies different colors depending upon the slope of a terrain, does not exist in any form in 3ds Max. We can use the Maya textures inside of 3ds Max using Arnold as a bridge, but there are some limitations. There's no user interface in 3ds Max to support these particular textures or shaders. So, some things won't work. But the simple example of snow will work just fine. If you have Maya 2018 with Arnold 5 installed, then you can use those procedural textures inside of 3ds Max 2018 with Arnold 5. We can just grab the needed files from the current installation of MtoA, which is Maya to Arnold, and that's found on the system drive in a folder called Solid Angle, then a sub-folder MtoA Deploy 2018 Shaders. There are two files, mtoa_shaders.dll and .mtd. If you don't have Maya 2018 with Arnold 5 installed, I have provided these files in the exercise files for this course. Here they are in exercise files downloads, Arnold 5 shaders for Maya 2018. These files are freely available from solidangle.com as part of the Arnold 5 installation for Maya 2018. I have just provided them here as a convenience, so you don't have to bother downloading them yourself. Let's take those two files and copy them. Then, go over to the program files directory on your system drive, and inside there you'll see Autodesk 3ds Max 2018 plugins MAXtoA. Inside MAXtoA we want to paste in those two files. Right click and paste. Because we're accessing the system folders, you may need to click through some user account control prompts in Windows and or provide a password. I'm an administrator on this machine, so I can just click on Continue. Once those files are installed, then you can launch 3ds Max. In 3ds Max I've got a simple procedural terrain using a noise displacement. We can apply a realistic snow effect here. So, the snow will collect on the flat areas of the ground, but won't stick to the steep sides of the mountains. Open up the material editor. I've got a material already assigned to the terrain. Let's also open up the Active Shade window. So, click Active Shade. With Active Shade running we can create the Maya snow texture. It will be found in the material map browser under Maps, Arnold, mtoa_shaders, and you'll see there are quite a lot of them. Once again, they won't all work, but a simple one like snow will work just fine. It's going to be called Maya Snow. Here it is. Drag it over, and connect it to the base color of the terrain. It turns red. Double click on the snow node. We've got the threshold. Let's adjust that. Bring that down. Once we enter into a negative value, then it starts to do what we expect. We see snow on the flat areas. I'll bring the threshold down even farther. Let's make it negative .5. Of course we can make this prettier by adjusting the surface color. Bring that saturation down and the hue to a little bit of an orange. Then, bring the value down as well. Okay, we've got the snow applied as the base color of the material. That's a simple application. If we were using this in production, we would probably use the snow as a mask between two different materials. That's how to use the Maya procedural textures in Arnold in 3ds Max.

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