Hello everyboy,
I've got on issue with bash rendering through the Terminal executing a Shell file on the Mac:
When I render through the terminal the result differs to the batch rendering through maya (The render view en batch render in Maya it self get the same result)
What am I doing wrong here?? It is the same file with the same Render Setting same Render Layers (all the lights are also added in the right render layers) I have done some light linking but that shouldn't make any diffrence.
The Shell render should be like the Render in the Render View but it's not.
If any of you have a clue please let me know, because it's driving me mad :S.
Thnx it advance
This is the render output I'v got.
mental ray for Maya 2013 // Mental ray for Maya: using startup file /Applications/Autodesk/maya2013/mentalray//maya.rayrc.mental ray for Maya: setupmental ray for Maya: initializemental ray: version 3.10.1.4, Jan 31 2012, revision 165283mental ray for Maya: register extensions// mental ray Node Factory: loadedmental ray for Maya: successfully registeredmental ray for Maya: loading startup file: /Applications/Autodesk/maya2013/mentalray//maya.rayrc// parsing /Applications/Autodesk/maya2013/mentalray/shaders/include/abcimport.mi// loading /Applications/Autodesk/maya2013/mentalray/shaders/abcimport.dylib// generating Maya nodes...// parsing /Applications/Autodesk/maya2013/mentalray/shaders/include/AdskShaderSDKWrappers.mi// generating Maya nodes...// parsing /Applications/Autodesk/maya2013/mentalray/shaders/include/architectural.mi// loading /Applications/Autodesk/maya2013/mentalray/shaders/architectural.dylib// generating Maya nodes...// parsing /Applications/Autodesk/maya2013/mentalray/shaders/include/base.mi// loading /Applications/Autodesk/maya2013/mentalray/shaders/base.dylib// generating Maya nodes...// parsing /Applications/Autodesk/maya2013/mentalray/shaders/include/builtin_bsdf.mi// generating Maya nodes...// parsing /Applications/Autodesk/maya2013/mentalray/shaders/include/contour.mi// loading /Applications/Autodesk/maya2013/mentalray/shaders/contour.dylib// generating Maya nodes...// parsing /Applications/Autodesk/maya2013/mentalray/shaders/include/paint.mi// loading /Applications/Autodesk/maya2013/mentalray/shaders/paint.dylib// generating Maya nodes...// parsing /Applications/Autodesk/maya2013/mentalray/shaders/include/physics.mi// loading /Applications/Autodesk/maya2013/mentalray/shaders/physics.dylib// generating Maya nodes...// parsing /Applications/Autodesk/maya2013/mentalray/shaders/include/production.mi// loading /Applications/Autodesk/maya2013/mentalray/shaders/production.dylib// generating Maya nodes...// parsing /Applications/Autodesk/maya2013/mentalray/shaders/include/ptex.mi// loading /Applications/Autodesk/maya2013/mentalray/shaders/ptex.dylib// generating Maya nodes...// parsing /Applications/Autodesk/maya2013/mentalray/shaders/include/subsurface.mi// loading /Applications/Autodesk/maya2013/mentalray/shaders/subsurface.dylib// generating Maya nodes...// parsing /Applications/Autodesk/maya2013/mentalray/shaders/include/surfaceSampler.mi// loading /Applications/Autodesk/maya2013/mentalray/shaders/surfaceSampler.dylib// generating Maya nodes...// parsing /Applications/Autodesk/maya2013/mentalray/shaders/include/userdata.mi// loading /Applications/Autodesk/maya2013/mentalray/shaders/userdata.dylib// generating Maya nodes...// parsing /Applications/Autodesk/maya2013/mentalray/shaders/include/useribl.mi// loading /Applications/Autodesk/maya2013/mentalray/shaders/useribl.dylib// generating Maya nodes...File read in 0 seconds.Warning: line 1: You will need to rewind and play to see your particles. We recommend you then save the file with a startup cache.Result: /Users/IID/Documents/maya/projects/WheatherApp/scenes/RenderCloud/CloudCClear.mbTotal Elapsed Time Since Start Of Maya (hh:mm:ss): 00:00:03
====================================
Resource Usage At Start Of Rendering
Automatic near/far clipping values: 0,1, 76,1072.
Starting Rendering /Users/IID/Documents/maya/projects/WheatherApp/images/CloudRND/cloudy_Clear.1.tga.
Constructing shading groupsRendering current frame. Glow: Filter Width = 39
Resolution = 0,638943
Halo: Filter Width = 93
Resolution = 0,260847
Frame triangle count: 0====================================
Resource Usage At End Of Frame
Postprocessing rendering result.Glow intensity normalization factor = 3,042.
Halo intensity normalization factor = 17,298.
Time For Tessellation (hh:mm:ss): 00:00:00
Time For Shadow Map (hh:mm:ss): 00:00:00
Time For Post Process (hh:mm:ss): 00:00:00
Time For Frame Render (hh:mm:ss): 00:02:48
Finished Rendering /Users/IID/Documents/maya/projects/WheatherApp/images/CloudRND/cloudy_Clear.1.tga.