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Maya Software Batch Render a scene with custom python plugin fails!

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Anonymous
973 Views, 1 Reply

Maya Software Batch Render a scene with custom python plugin fails!

Hi,

i have a scene which im trying to batch render in interactive mode (from the maya script editor via batchrender mel command) and it is failing. The mayaRenderLog.txt file gives no other clue than code status 1:

 

Starting "C:\Program Files\Autodesk\Maya2017\bin\mayabatch.exe"

AbcImport v1.0 using Alembic 1.5.8 (built Dec 24 2015 17:28:19)

// Maya exited with status 1

 

Here is the output of the script editor:

// Result: Saving temporary file: C:/Users/jcquesada/Documents/maya/projects/default/scenes/jctest.v006__71272.mb //
// Result: Rendering with Maya Software... //
// Result: Rendering Completed. See mayaRenderLog.txt for information. //

 

Here is the interesting part: if i render the scene in normal mode it renders correctly. Also, if i go back trying to batch render but this time i delete the custom node from a plugin i have in my scene (which i have coded myself) it manages to render the scene correctly. So the problem is this custom node but, why? if the plugin is correctly loaded!..........

 

The python custom node inherits from MPxNode and is of type kObjectSet. It doesnt perform any computation it just handles some data string..... 

 

1) Is there some MPxNode class attribute that disables taking the node into account for rendering purposes and that im not aware of?....

 

2) Does the maya batch render method launches the renders with an exact environment of the maya Gui when rendering with the render view port? What's the difference? why in the first case it works but not in the second?

 

3) where can i see a more specific maya error log (since mayaRenderLog.txt only says exit code status 1)... I suspect it doesnt even get to launch the maya software renderer... i suspect it breaks before....

 

 

 

1 REPLY 1
Message 2 of 2
Anonymous
in reply to: Anonymous

by the way, i figured this a long time ago.

The answer was we where having some GUI-dependent code in the plugin node that we werent aware of at a first approach. Handling this, solved the issue.

 

I just thought i would be nice to post the answer in case it helps anyone else.

 

Cheers

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