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Thread: iblenv mentalRay -SA

  1. #1
    Join Date
    Jun 2012
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    Default iblenv mentalRay -SA

    Hi Pros,

    I get a strange exception when I try to render an ibl in my mentalray-standalone-scene, here is the error-log:


    MSG 0.0 info : mental ray, version 3.10.1.4
    MSG 0.0 info : use -copyright option to view copyright and terms of use.
    MSG 0.0 info : License servers: autodesk-liccae.in.EDAG.vwg, autodesk1-liccae.in.EDAG.vwg, autodesk2-liccae.in.EDAG.vwg
    MSG 0.0 progr: Running 4 render threads
    MSG 0.0 4 MB info : version 3.10.1.4, Jan 31 2012, revision 165283
    MI 0.0 6 MB progr: reading startup file "C:\Program Files\Autodesk\mrstand3.10.1-adsk2013\bin/rayrc"
    MI 0.0 6 MB progr: parsing file C:\Program Files\Autodesk\mrstand3.10.1-adsk2013\bin/rayrc
    MSG 0.0 6 MB info : no ray hosts file .ray3hosts or .rayhosts
    MI 0.0 6 MB progr: parsing file H:\Daten\Digitaler_Karosseriebau_VSC\02_data\12070 4\Rendering\geometrieuntersuchung_IBL\kugel_quader _ibl.mi
    LINK 0.0 6 MB progr: loaded shader library AdskShaderSDK.dll (C:\Program Files\Autodesk\mrstand3.10.1-adsk2013\bin/../shaders/bin/AdskShaderSDK.dll)
    LINK 0.0 6 MB progr: loaded shader library MayaShaders.dll (C:\Program Files\Autodesk\mrstand3.10.1-adsk2013\bin/../shaders/bin/MayaShaders.dll)
    LINK 0.0 6 MB progr: loaded shader library mayabase.dll (C:\Program Files\Autodesk\mrstand3.10.1-adsk2013\bin/../shaders/bin/mayabase.dll)
    LINK 0.0 6 MB progr: loaded shader library base.dll (C:\Program Files\Autodesk\mrstand3.10.1-adsk2013\bin/../shaders/bin/base.dll)
    LINK 0.0 6 MB progr: loaded shader library architectural.so (C:\Program Files\Autodesk\mrstand3.10.1-adsk2013\bin/../shaders/bin/architectural.dll)
    LINK 0.0 6 MB progr: loaded shader library paint.so (C:\Program Files\Autodesk\mrstand3.10.1-adsk2013\bin/../shaders/bin/paint.dll)
    LINK 0.0 6 MB progr: loaded shader library subsurface.so (C:\Program Files\Autodesk\mrstand3.10.1-adsk2013\bin/../shaders/bin/subsurface.dll)
    LINK 0.0 6 MB progr: loaded shader library base.so (C:\Program Files\Autodesk\mrstand3.10.1-adsk2013\bin/../shaders/bin/base.dll)
    LINK 0.0 6 MB progr: loaded shader library physics.so (C:\Program Files\Autodesk\mrstand3.10.1-adsk2013\bin/../shaders/bin/physics.dll)
    MI 0.0 7 MB info : wallclock 0:00:00.81 for mi scene file parsing
    MI 0.0 7 MB info : current mem usage 7 MB, max mem usage 8 MB
    MEM 0.2 7 MB info : physical memory detected: total 8191 MB, free 4888 MB
    MEM 0.2 7 MB info : virtual memory limit set to 4888 MB
    SCEN 0.2 7 MB progr: begin scene preprocessing for frame 1
    SCEN 0.2 8 MB info : 5 geometry leaf instances (3 scheduled, 0 cached, 2 shared)
    PHEN 0.2 14 MB fatal 051500: interrupted by exception code 0xc0000005 (access violation)
    SCEN 0.2 8 MB info : 5 light leaf instances
    PHEN 0.4 14 MB fatal 051500: interrupted by exception code 0xc0000005 (access violation)
    PHEN 0.3 14 MB fatal 051500: interrupted by exception code 0xc0000005 (access violation)
    SCEN 0.2 8 MB info : PHEN 0.5 14 MB fatal 051500: interrupted by exception code 0xc0000005 (access violation)
    wallclock 0:00:00.00 for scene preprocessing
    SCEN 0.2 8 MB info : current mem usage 8 MB, max mem usage 9 MB
    RC 0.2 9 MB info : scene extent: (-2000.32,-10887.30,-500.32) : (2000.32,4962.64,2000.04)
    RC 0.2 9 MB info :
    ….

    The rendering than stops. Can you help me out?
    Here is the test-scene as download:

    Any tip is more than welcome!!!!

    cheers, 5inch
    Attached Files Attached Files

  2. #2
    Join Date
    Dec 2004
    Location
    Marina Del Rey, California
    Posts
    2,916

    Default

    OK, lots of issues.

    If you use Maya shaders, you cannot comment out the state shaders completely. If not using the pass system I usually get by with just commenting out the fb part, eg,

    Code:
        state [
            "maya_state" (
                )
    #        ,
    #        "adskFrameBufferState" (
    #            )
            ]
    To get rid of declaration warnings, I put the base.mi include before the Maya ones, which automatically load the architectural and paint declarations assuming base has already been loaded.

    Code:
    $include <base.mi>
    $include "AdskShaderSDK.mi"
    $include "MayaShaders.mi"
    $include "mayabase.mi"
    $include <AdskShaderSDKWrappers.mi>
    Barton Gawboy
    Training and Special Projects, NVIDIA ARC
    LAmrUG Forum Originator

  3. #3
    Join Date
    Dec 2004
    Location
    Marina Del Rey, California
    Posts
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    Default

    And further clarification, for those reading along, this is using a Maya IBL, not a builtin or user ibl. I changed color gain back down to 1.

    Also this uses old style fb declaration in the camera, which I changed to new style for my tests.

    Code:
        framebuffer "main"
            datatype "rgba"
            primary on
            filtering on
            filetype "png"
            filename "kugel_quader.png"
    Barton Gawboy
    Training and Special Projects, NVIDIA ARC
    LAmrUG Forum Originator

  4. #4
    Join Date
    Jun 2012
    Location
    Germany / Munich
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    Default

    Hi bart,

    thank you for your time.
    ok , great tips!


    How can I bring in the ibl?
    What is the syntax for using the
    MR-SA-IBL.
    I couldn’t find any on the web.

    Can you please post a code snipped for
    The IBL, so I can bring it in my code.

    Big thanks to you!

    Cheers, 5inch

  5. #5
    Join Date
    Jun 2012
    Location
    Germany / Munich
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    Default

    hi bart,

    thanks, it works now!
    can you tell me if there is a MR-SA-IBL ich can put into the scene?
    or is the Maya-one the best solution?

    cheers, 5inch

  6. #6
    Join Date
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    Default

    There's two options, if you have 2013. user ibl env as a shader, or string options for builtin IBL.

    See the manual for builtin IBL in Scene Description Language>Options>Image-Based-Lighting. The string options all start with the words "environment lighting" and will process whatever is in the environment shader slot, including the Maya IBL you already have there. So if you don't use the Maya switch for turning on lights, you could use the Builtin IBL. I'd set the Maya IBL filtering way down so as not to duplicate work and waste rendering time.
    Barton Gawboy
    Training and Special Projects, NVIDIA ARC
    LAmrUG Forum Originator

  7. #7
    Join Date
    Jun 2012
    Location
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    Default

    Hey bart,

    thanks a lot, I will try to manage
    your tips!

    Cheers, 5inch
    ...It isn’t about how hard you hit, it's about how hard you can get hit and keep moving forward. How much can you take and keep moving forward? That's how winning is done.----Rocky Balboa

  8. #8
    Join Date
    Dec 2005
    Location
    Hollywood
    Posts
    1,991

    Default

    Just to clarify (because I see this done sometimes): do not use the "emit light" function of the Maya IBL in the Render Settings. You can use it just to load the texture for lighting but not the other features when using Builtin IBL. The Builtin IBL will see it as an environment on the camera and use it for lighting automatically. If you use the other options in the Render Settings you may duplicate the lighting.

    If using user_ibl_env in 2013, do not use the Maya IBL in the Render Settings at all.
    "Don't let anyone drive you crazy when you know it's in walking distance."

    "I occasionally confuse my desire for revenge with my desire for justice. Oops." -me

    http://elementalray.wordpress.com/

  9. #9
    Join Date
    Jun 2012
    Location
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    Default

    hi Remydrh,

    thanks for your appendix.

    Cheers, 5inch
    ...It isn’t about how hard you hit, it's about how hard you can get hit and keep moving forward. How much can you take and keep moving forward? That's how winning is done.----Rocky Balboa

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