Hi
We are currently trying to render using Squidnet and have encountered some rather strange isues between the trial mode of Maya 2015 and a fully licensed version.
With the trail version of Maya2015 we can indeed use Squidnet (which would appear to use the local licnese of Mental Ray?) to trigger a network rendered using the Mentral Ray option. If however we introduce a system that has a fully licensed version of Maya we then get a licensing failed error. See below
The question we have is what is the difference bettwen the trail license and a full licese which in turn causes the render to fail with a full license and not with the trial?
Hardware used across all machines is as follows..
OS : 10.9.4
Model Name:iMac
Model Identifier:iMac14,2
Processor Name:Intel Core i7
Processor Speed:3.5 GHz
Number of Processors:1
Total Number of Cores:4
L2 Cache (per Core):256 KB
L3 Cache:8 MB
Memory:16 GB
Any suggestions or notes on this would be greatly appreciated.
obslice processing statistics:
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Application exit Status: 255 (0xFF)
Application expected Status: 0 (0x0)
Processing Start time: Fri Aug 29 17:06:14 2014
Processing end time: Fri Aug 29 17:06:28.614
Application log file limit: 0 bytes
GHZ Hours used: 0.138667
Max CPU Frequency: 2400 MHz
Application log file size (allocated): 10000 bytes
Total Processing Time: 13s
Max memory used in processing slice: 117826 KB
Application Path = /Applications/Autodesk//maya2015/Maya.app/Contents/bin/Render
Application Args = -s 1 -e 5 -b 1 -rt 16 -rd /Volumes/GFX_Store/squidnet/Project-Images -r mr -proj /Volumes/GFX_Store/squidnet/Projects/CP_Maya/scenes/FarmTest /Volumes/GFX_Store/squidnet/Projects/CP_Maya/scenes/FarmTest/MRay_Test.ma
Application Workdir = /Volumes/GFX_Store/squidnet/Projects/CP_Maya/scenes
Frames = 1 - 5
Output Directory = /Volumes/GFX_Store/squidnet/Project-Images
Execution Shell script = /Applications/SquidNetSoftware/SquidNet/server//tmp//25303504-1-3575844874.sh
Time = Fri Aug 29 17:06:14.550
Application Starting...:
-------------------------------------------------------
Starting "/Applications/Autodesk/maya2015/Maya.app/Contents/bin/maya"
mental ray for Maya 2015
// Mental ray for Maya: using startup file /Applications/Autodesk/mentalrayForMaya2015//maya.rayrc.
mental ray for Maya: setup
mental ray for Maya: initialize
mental ray: version 3.12.1.17, Jun 21 2014, revision 222200
mental ray for Maya: register extensions
// mental ray Node Factory: loaded
mental ray for Maya: successfully registered
mental ray for Maya: loading startup file: /Applications/Autodesk/mentalrayForMaya2015//maya.rayrc
// parsing /Applications/Autodesk/mentalrayForMaya2015/shaders/include/abcimport.mi
// loading /Applications/Autodesk/mentalrayForMaya2015/shaders/abcimport.dylib
// generating Maya nodes...
// parsing /Applications/Autodesk/mentalrayForMaya2015/shaders/include/AdskShaderSDKWrappers.mi
// generating Maya nodes...
// parsing /Applications/Autodesk/mentalrayForMaya2015/shaders/include/architectural.mi
// loading /Applications/Autodesk/mentalrayForMaya2015/shaders/architectural.dylib
// generating Maya nodes...
// parsing /Applications/Autodesk/mentalrayForMaya2015/shaders/include/base.mi
// loading /Applications/Autodesk/mentalrayForMaya2015/shaders/base.dylib
// generating Maya nodes...
// parsing /Applications/Autodesk/mentalrayForMaya2015/shaders/include/basehair.mi
// loading /Applications/Autodesk/mentalrayForMaya2015/shaders/basehair.dylib
// generating Maya nodes...
// parsing /Applications/Autodesk/mentalrayForMaya2015/shaders/include/bifrostMR.mi
// loading /Applications/Autodesk/mentalrayForMaya2015/shaders/bifrostMR.dylib
// generating Maya nodes...
// parsing /Applications/Autodesk/mentalrayForMaya2015/shaders/include/bifrostphenMR.mi
// generating Maya nodes...
// parsing /Applications/Autodesk/mentalrayForMaya2015/shaders/include/builtin_bsdf.mi
// generating Maya nodes...
// parsing /Applications/Autodesk/mentalrayForMaya2015/shaders/include/builtin_object_light.mi
// generating Maya nodes...
// parsing /Applications/Autodesk/mentalrayForMaya2015/shaders/include/contour.mi
// loading /Applications/Autodesk/mentalrayForMaya2015/shaders/contour.dylib
// generating Maya nodes...
// parsing /Applications/Autodesk/mentalrayForMaya2015/shaders/include/layering.mi
// loading /Applications/Autodesk/mentalrayForMaya2015/shaders/layering.dylib
// generating Maya nodes...
// parsing /Applications/Autodesk/mentalrayForMaya2015/shaders/include/layering_phen.mi
// generating Maya nodes...
// parsing /Applications/Autodesk/mentalrayForMaya2015/shaders/include/mrptex.mi
// loading /Applications/Autodesk/mentalrayForMaya2015/shaders/mrptex.dylib
// generating Maya nodes...
// parsing /Applications/Autodesk/mentalrayForMaya2015/shaders/include/paint.mi
// loading /Applications/Autodesk/mentalrayForMaya2015/shaders/paint.dylib
// generating Maya nodes...
// parsing /Applications/Autodesk/mentalrayForMaya2015/shaders/include/physics.mi
// loading /Applications/Autodesk/mentalrayForMaya2015/shaders/physics.dylib
// generating Maya nodes...
// parsing /Applications/Autodesk/mentalrayForMaya2015/shaders/include/production.mi
// loading /Applications/Autodesk/mentalrayForMaya2015/shaders/production.dylib
// generating Maya nodes...
// parsing /Applications/Autodesk/mentalrayForMaya2015/shaders/include/subsurface.mi
// loading /Applications/Autodesk/mentalrayForMaya2015/shaders/subsurface.dylib
// generating Maya nodes...
// parsing /Applications/Autodesk/mentalrayForMaya2015/shaders/include/surfaceSampler.mi
// loading /Applications/Autodesk/mentalrayForMaya2015/shaders/surfaceSampler.dylib
// generating Maya nodes...
// parsing /Applications/Autodesk/mentalrayForMaya2015/shaders/include/userdata.mi
// loading /Applications/Autodesk/mentalrayForMaya2015/shaders/userdata.dylib
// generating Maya nodes...
// parsing /Applications/Autodesk/mentalrayForMaya2015/shaders/include/useribl.mi
// loading /Applications/Autodesk/mentalrayForMaya2015/shaders/useribl.dylib
// generating Maya nodes...
// parsing /Applications/Autodesk/mentalrayForMaya2015/shaders/include/xgenMR.mi
// loading /Applications/Autodesk/mentalrayForMaya2015/shaders/xgenMR.dylib
// generating Maya nodes...
Warning: file: /Volumes/GFX_Store/squidnet/Projects/CP_Maya/scenes/FarmTest/MRay_Test.ma line 672: 'miDefaultOptions.message' is already connected to 'mentalrayItemsList.options'.
Warning: file: /Volumes/GFX_Store/squidnet/Projects/CP_Maya/scenes/FarmTest/MRay_Test.ma line 674: 'miDefaultFramebuffer.message' is already connected to 'mentalrayItemsList.framebuffers'.
Warning: file: /Volumes/GFX_Store/squidnet/Projects/CP_Maya/scenes/FarmTest/MRay_Test.ma line 699: Selected nodes were ignored since the 'scene' flag was used.
File read in 1.7 seconds.
Result: /Volumes/GFX_Store/squidnet/Projects/CP_Maya/scenes/FarmTest/MRay_Test.ma
maya: License was not obtained
Tried Maya 2015 (657G1 2015.0.0.F), error 61
License method:
environment variable MAYA_LICENSE_METHOD='standalone'
Product choice:
environment variable MAYA_LICENSE='unlimited'
License file override:
environment variable MAYA_ALT_EN is not set
sleep_hook failed: Operation not supported
sleep_hook failed: Resource temporarily unavailable
libc++abi.dylib: pure virtual method called
// Maya exited with status 255
APPLICATION log ending:
---------------------------------------------------
The trial is a blanket standalone license and doesn't connect to your license server. if you install the network license version it's going to try to look to your license server for the Maya Mental Ray licenses, you should have 5 MMR licenses for every maya license on your server. Potential problems with the license server could be the clients not able to access the server (ensure ports 2080 and 27000-27009 are open on the firewall) and not enough MMR licenses available. I am not sure about squidnet but typically MMR network rendering should connect to the license server specified during your install.