Maya Batch Render AOV files empty !!

Maya Batch Render AOV files empty !!

onrbzc
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Message 1 of 10

Maya Batch Render AOV files empty !!

onrbzc
Participant
Participant

Hey Guys,

 

After batch rendering in Maya, the AOV files are empty, and the EXR files are missing. How can I fix this ? in Arnold Setting all looks fine. I tried everything but it's still not working.

 

Thank you for your answers in advance

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Accepted solutions (1)
1,027 Views
9 Replies
Replies (9)
Message 2 of 10

damaggio
Mentor
Mentor

You still have an open post here.....please reply to mspeer.

https://forums.autodesk.com/t5/maya-forum/issue-with-importing-fbx-files/td-p/13278979

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Message 3 of 10

onrbzc
Participant
Participant

Yes but Mspeer couldn't find a solution for that issue so I want the post to remain open. I don't know what can I say to them ? 😕 

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Message 4 of 10

damaggio
Mentor
Mentor

Referencing the files didn't work?

Did you see any errors messages in the script editor?

You haven't uploaded the file in the previous post.

It's always good to try closing a post whenever possible to help others in the community.

 

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Message 5 of 10

Stephen.Blair
Community Manager
Community Manager

@onrbzc wrote:

Hey Guys,

 

After batch rendering in Maya, the AOV files are empty, and the EXR files are missing. How can I fix this ? in Arnold Setting all looks fine. I tried everything but it's still not working.

 

Thank you for your answers in advance


I guess you already did it, but for the people here, could you post the Info-verbosity-level Arnold log ?



// Stephen Blair
// Arnold Renderer Support
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Message 6 of 10

onrbzc
Participant
Participant

Unfortunately It didn't work out. But I am gonna try today and send the script editor message and update Mspeer today. Sorry about that. I didnt know to try closing the post. 

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Message 7 of 10

onrbzc
Participant
Participant

Hello,

 

where can I find verbosity level log info ?

 

Thank you

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Message 8 of 10

onrbzc
Participant
Participant

This one maybe ?

 

Fri 07 Feb 01:09PM 2025
Starting "C:\Program Files\Autodesk\Maya2025\bin\mayabatch.exe"
00:00:00 1693MB | log started Fri Feb 7 13:09:17 2025
00:00:00 1693MB | Arnold 7.3.4.1 [0bcd9b62] windows x86_64 clang-15.0.7 oiio-2.4.1 osl-1.13.0 vdb-11.0.0 adlsdk-8.0.7.50 clmhub-3.1.1.43 rlm-14.2.5 optix-8.0.0 2024/09/17 06:56:29
00:00:00 1693MB | running on MSI, pid=25816
00:00:00 1693MB | 1 x 11th Gen Intel(R) Core(TM) i5-11400H @ 2.70GHz (6 cores, 12 logical) with 16085MB
00:00:00 1693MB | NVIDIA driver version 511.65
00:00:00 1693MB | GPU 0: NVIDIA GeForce RTX 3060 Laptop GPU @ 1425MHz (compute 8.6) with 6143MB (2743MB available) (NVLink:0)
00:00:00 1693MB | Windows 10 (version 10.0, build 22631)
00:00:00 1693MB | soft limit for open files changed from 512 to 2048
00:00:00 1693MB |
00:00:00 1693MB | Installing system handler with mask 255
00:00:03 2016MB | [metadata] loading metadata file: C:\Program Files\Autodesk\Arnold\Maya2025\bin\arnold.mtd
00:00:03 2018MB | loading plugins from C:/Program Files/Autodesk/Arnold/Maya2025/shaders ...
00:00:03 2018MB | hairPhysicalShader_shaders.dll: HairPhysicalShaderDiffuseColorAdapter uses Arnold 7.3.4.1
00:00:03 2018MB | hairPhysicalShader_shaders.dll: HairPhysicalShaderSpecularWeightAdapter uses Arnold 7.3.4.1
00:00:03 2018MB | hairPhysicalShader_shaders.dll: HairPhysicalShaderSpecularGlossAdapter uses Arnold 7.3.4.1
00:00:03 2018MB | hairPhysicalShader_shaders.dll: HairPhysicalShaderTransmissionWeightAdapter uses Arnold 7.3.4.1
00:00:03 2018MB | hairPhysicalShader_shaders.dll: HairPhysicalShaderTransmissionSpreadAdapter uses Arnold 7.3.4.1
00:00:03 2018MB | lookdevkit_shaders.dll: ldkFloatConstant uses Arnold 7.3.4.1
00:00:03 2018MB | lookdevkit_shaders.dll: ldkFloatComposite uses Arnold 7.3.4.1
00:00:03 2018MB | lookdevkit_shaders.dll: ldkFloatCondition uses Arnold 7.3.4.1
00:00:03 2018MB | lookdevkit_shaders.dll: ldkFloatCorrect uses Arnold 7.3.4.1
00:00:03 2018MB | lookdevkit_shaders.dll: ldkFloatLogic uses Arnold 7.3.4.1
00:00:03 2018MB | lookdevkit_shaders.dll: ldkFloatMask uses Arnold 7.3.4.1
00:00:03 2018MB | lookdevkit_shaders.dll: ldkFloatMath uses Arnold 7.3.4.1
00:00:03 2018MB | lookdevkit_shaders.dll: ldkColorComposite uses Arnold 7.3.4.1
00:00:03 2018MB | lookdevkit_shaders.dll: ldkColorCondition uses Arnold 7.3.4.1
00:00:03 2018MB | lookdevkit_shaders.dll: ldkColorConstant uses Arnold 7.3.4.1
00:00:03 2018MB | lookdevkit_shaders.dll: ldkColorCorrect uses Arnold 7.3.4.1
00:00:03 2018MB | lookdevkit_shaders.dll: ldkColorLogic uses Arnold 7.3.4.1
00:00:03 2018MB | lookdevkit_shaders.dll: ldkColorMask uses Arnold 7.3.4.1
00:00:03 2018MB | lookdevkit_shaders.dll: ldkColorMath uses Arnold 7.3.4.1
00:00:03 2018MB | lookdevkit_shaders.dll: ldkChannels uses Arnold 7.3.4.1
00:00:03 2018MB | lookdevkit_shaders.dll: ldkPremultiply uses Arnold 7.3.4.1
00:00:03 2018MB | lookdevkit_shaders.dll: ldkSimplexNoise uses Arnold 7.3.4.1
00:00:03 2018MB | mtoa_shaders.dll: MayaBulge uses Arnold 7.3.4.1
00:00:03 2018MB | mtoa_shaders.dll: MayaCloth uses Arnold 7.3.4.1
00:00:03 2018MB | mtoa_shaders.dll: MayaGrid uses Arnold 7.3.4.1
00:00:03 2018MB | mtoa_shaders.dll: MayaFractal uses Arnold 7.3.4.1
00:00:03 2018MB | mtoa_shaders.dll: MayaNoise uses Arnold 7.3.4.1
00:00:03 2018MB | mtoa_shaders.dll: MayaCloud uses Arnold 7.3.4.1
00:00:03 2018MB | mtoa_shaders.dll: MayaCloudAlpha uses Arnold 7.3.4.1
00:00:03 2019MB | mtoa_shaders.dll: MayaSnow uses Arnold 7.3.4.1
00:00:03 2019MB | mtoa_shaders.dll: MayaSolidFractal uses Arnold 7.3.4.1
00:00:03 2019MB | mtoa_shaders.dll: MayaVolumeNoise uses Arnold 7.3.4.1
00:00:03 2019MB | mtoa_shaders.dll: MayaBrownian uses Arnold 7.3.4.1
00:00:03 2019MB | mtoa_shaders.dll: MayaStucco uses Arnold 7.3.4.1
00:00:03 2019MB | mtoa_shaders.dll: MtoaWriteColor uses Arnold 7.3.4.1
00:00:03 2019MB | mtoa_shaders.dll: MtoaWriteFloat uses Arnold 7.3.4.1
00:00:03 2019MB | mtoa_shaders.dll: MayaEnvSphere uses Arnold 7.3.4.1
00:00:03 2019MB | mtoa_shaders.dll: MayaFluid uses Arnold 7.3.4.1
00:00:03 2019MB | mtoa_shaders.dll: MayaMarble uses Arnold 7.3.4.1
00:00:03 2019MB | mtoa_shaders.dll: MayaMountain uses Arnold 7.3.4.1
00:00:03 2019MB | mtoa_shaders.dll: MayaWater uses Arnold 7.3.4.1
00:00:03 2019MB | mtoa_shaders.dll: MayaCrater uses Arnold 7.3.4.1
00:00:03 2019MB | mtoa_shaders.dll: MayaLeather uses Arnold 7.3.4.1
00:00:03 2019MB | mtoa_shaders.dll: MayaGranite uses Arnold 7.3.4.1
00:00:03 2020MB | mtoa_shaders.dll: MayaRock uses Arnold 7.3.4.1
00:00:03 2020MB | mtoa_shaders.dll: MayaFluidData uses Arnold 7.3.4.1
00:00:03 2020MB | mtoa_shaders.dll: MayaFluidTexture2D uses Arnold 7.3.4.1
00:00:03 2020MB | renderSetup_shaders.dll: applyAbsFloatOverride uses Arnold 7.3.4.1
00:00:03 2020MB | renderSetup_shaders.dll: applyAbs2FloatsOverride uses Arnold 7.3.4.1
00:00:03 2020MB | renderSetup_shaders.dll: applyAbs3FloatsOverride uses Arnold 7.3.4.1
00:00:03 2020MB | renderSetup_shaders.dll: applyAbsIntOverride uses Arnold 7.3.4.1
00:00:03 2020MB | renderSetup_shaders.dll: applyRelFloatOverride uses Arnold 7.3.4.1
00:00:03 2020MB | renderSetup_shaders.dll: applyRel2FloatsOverride uses Arnold 7.3.4.1
00:00:03 2020MB | renderSetup_shaders.dll: applyRel3FloatsOverride uses Arnold 7.3.4.1
00:00:03 2020MB | renderSetup_shaders.dll: applyRelIntOverride uses Arnold 7.3.4.1
00:00:03 2020MB | xgenSpline_shaders.dll: XGenHairMapping uses Arnold 7.3.4.1
00:00:03 2020MB | loading plugins from C:/Program Files/Autodesk/Arnold/Maya2025/procedurals ...
00:00:03 2020MB | mtoa_ParticleVolume_proc.dll: volume_particle uses Arnold 7.3.4.1
00:00:03 2020MB | mtoa_ParticleVolume_proc.dll: implicit_particle uses Arnold 7.3.4.1
00:00:03 2020MB | xgenSpline_procedural.dll: xgenProcedural uses Arnold 7.3.4.1
00:00:03 2020MB | xgen_procedural.dll: xgen_procedural uses Arnold 7.3.4.1
00:00:03 2020MB | loaded 60 plugins from 8 lib(s) in 0:00.03
00:00:03 2020MB | loading plugins from C:\Program Files\Autodesk\Arnold\Maya2025\bin\..\plugins ...
00:00:03 2020MB | alembic_proc.dll: alembic uses Arnold 7.3.4.1
00:00:03 2020MB | cryptomatte.dll: cryptomatte uses Arnold 7.3.4.1
00:00:03 2021MB | cryptomatte.dll: cryptomatte_filter uses Arnold 7.3.4.1
00:00:03 2021MB | cryptomatte.dll: cryptomatte_manifest_driver uses Arnold 7.3.4.1
00:00:03 2021MB | [metadata] loading metadata file: C:\Program Files\Autodesk\Arnold\Maya2025\bin\..\plugins\cryptomatte.mtd
00:00:03 2045MB | usd_proc.dll: usd uses Arnold 7.3.4.1
00:00:03 2045MB | loaded 5 plugins from 3 lib(s) in 0:00.09
Warning: line 1: Unrecognized node type for node 'Pokeballscene:hyperShadePrimaryNodeEditorSavedTabsInfo'; preserving node information during this session.
Warning: line 1: Unrecognized node type for node 'hyperShadePrimaryNodeEditorSavedTabsInfo'; preserving node information during this session.
Warning: line 1: Errors have occurred while reading this scene that may result in data loss.
File read in 4.1 seconds.
Result: C:/Lighting Class/Pokemon/AOV's/Pokemon/scenes/Pokemonnew2__28968.mb
Exporting Arnold Scene...
Updating Arnold Scene...
00:00:23 4819MB | log started Fri Feb 7 13:09:41 2025
00:00:23 4819MB | Arnold 7.3.4.1 [0bcd9b62] windows x86_64 clang-15.0.7 oiio-2.4.1 osl-1.13.0 vdb-11.0.0 adlsdk-8.0.7.50 clmhub-3.1.1.43 rlm-14.2.5 optix-8.0.0 2024/09/17 06:56:29
00:00:23 4819MB | host application: MtoA 5.4.5 44c2a8cd (fix-5.4.5) Maya 2025
00:00:23 4819MB | running on MSI, pid=25816
00:00:23 4819MB | 1 x 11th Gen Intel(R) Core(TM) i5-11400H @ 2.70GHz (6 cores, 12 logical) with 16085MB
00:00:23 4819MB | NVIDIA driver version 511.65
00:00:23 4819MB | GPU 0: NVIDIA GeForce RTX 3060 Laptop GPU @ 1425MHz (compute 8.6) with 6143MB (2743MB available) (NVLink:0)
00:00:23 4819MB | Windows 10 (version 10.0, build 22631)
00:00:23 4819MB | soft limit for open files is set at 2048
00:00:23 4819MB |
Warning: WARNING | rendering with watermarks because of failed authorization:
00:00:26 4821MB WARNING | rendering with watermarks because of failed authorization:
00:00:26 4821MB | [clm.v2] SERVICE (4): this product has not been registered with the licensing service yet
00:00:26 4821MB | environment variables:
00:00:26 4821MB | ARNOLD_LICENSE_ORDER = (not set)
00:00:26 4821MB | ARNOLD_LICENSE_MANAGER = (not set)
00:00:26 4821MB | [rlm] solidangle_LICENSE = (not set)
00:00:26 4821MB | [rlm] RLM_LICENSE = (not set)
00:00:26 4821MB | [clm] ADSKFLEX_LICENSE_FILE = (not set)
00:00:26 4821MB | [clm] LM_LICENSE_FILE = (not set)
00:00:26 4821MB ERROR | aborting render because this is a batch render and abort_on_license_fail option is enabled
Error: line 1: ERROR | aborting render because this is a batch render and abort_on_license_fail option is enabled
Scene C:/Lighting Class/Pokemon/AOV's/Pokemon/scenes\Pokemonnew2__28968.mb completed.
00:00:26 3937MB | unloading 12 plugins
00:00:26 3937MB | closing hairPhysicalShader_shaders.dll ...
00:00:26 3937MB | closing lookdevkit_shaders.dll ...
00:00:26 3937MB | closing mtoa_shaders.dll ...
00:00:26 3937MB | closing renderSetup_shaders.dll ...
00:00:26 3937MB | closing xgenSpline_shaders.dll ...
00:00:26 3937MB | closing mtoa_ParticleVolume_proc.dll ...
00:00:26 3936MB | closing xgenSpline_procedural.dll ...
00:00:26 3936MB | closing xgen_procedural.dll ...
00:00:26 3936MB | closing alembic_proc.dll ...
00:00:26 3936MB | closing cryptomatte.dll ...
00:00:26 3936MB | closing usd_proc.dll ...
00:00:26 3930MB | closing arnold_bifrost.dll ...
00:00:26 3930MB | unloading plugins done
00:00:26 3930MB | Arnold shutdown
00:00:26 3917MB | Installing system handler with mask 0

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Message 9 of 10

Stephen.Blair
Community Manager
Community Manager
Accepted solution

Nothing was rendered because the batch render aborted.

00:00:26 4821MB ERROR | aborting render because this is a batch render and abort_on_license_fail option is enabled

No matter what kind of license you have, Arnold has to be registered

00:00:26 4821MB | [clm.v2] SERVICE (4): this product has not been registered with the licensing service yet


So, open the Arnold License Manager from the Arnold menu in Maya.

From there, you can register Arnold, and then sign in (if you have a single-user subscription)



// Stephen Blair
// Arnold Renderer Support
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Message 10 of 10

onrbzc
Participant
Participant

Thank you so much, I can't thank you enough. I've been working on this for hours and it never occurred to me that I needed to log back into Arnold.

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