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Maya 2015 Mental Ray rendering license issue

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Message 1 of 2
factorytm
1054 Views, 1 Reply

Maya 2015 Mental Ray rendering license issue

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:

---------------------------------------------------

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:

---------------------------------------------------

 

 

 

 

 

1 REPLY 1
Message 2 of 2
asburyj
in reply to: factorytm

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. 



Jeffry Asbury

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