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View Full Version : Hardcore Mental Ray Trouble shooting


kwilli30
10-31-2003, 07:44 AM
So when I try to batch render with Mental Ray, it defaults to the Maya Software renderer. Boo. The render log has this error in it.

"

***** Error: file: C:/Program Files/AliasWavefront/Maya5.0/scripts/startup/autoLoadPlugin.mel line 37: initializePlugin function failed (Mayatomr)

"

Now, if someone can tell me what I need to fix, they get mad props. I've tried the uninstall/reinstall trick, and got jack.

Happy hunting!

Jozvex
11-01-2003, 05:04 AM
Have you tried deleting/renaming your user Prefs folder?

misterdi
11-01-2003, 06:34 AM
Hmmm, are you using batch render from command prompt?.

Seems to me you are calling 'render -proj bla bla bla`, which actually call Maya software renderer, and of-course it will fail loading the mayatoMR plug-ins.

There should be another batch file you should call instead of render,

"mayarender_with_mr.cmd"

which is a batch file that use to call MR to render the scene.

Or you can called mayabatch and give -command argument to it as

mayabatch C:\MayaProjects\test\scenes\test.mb -proj C:\MayaProjects\test -command "loadPlugin -qt Mayatomr; miCreateDefaultNodes(); setAttr mentalrayGlobals.startFrame 1.000;setAttr mentalrayGlobals.endFrame 1.000;setAttr mentalrayGlobals.byFrame 1.000;setAttr mentalrayGlobals.startExtension 1;setAttr mentalrayGlobals.byExtension 1;setAttr mentalrayGlobals.extensionPadding 1;mrBatchRender_v5"


This will call the scene test.mb, and render only one frame at frame 1. If you have set your render globals to start and end frame you can omit the setAttr mentalrayGlobals.startFrame and so on, go direct to call mrBatchRender_v5.

The -command tells mayabatch to load the Mayatomr plug-ins, creating automatic default mi Nodes, and finally call mrBatchRender_v5.

kwilli30
11-01-2003, 03:31 PM
Deleted prefs, nothing work. Batch rendering through the command line works line a charm, and I should be doing that anyway so hey. Whatever maya's problem is, I dunno.

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