Alright this should be a very easy question but for the life of me I can't find them.
Where are the error logs for Mental Ray (when rendering from the command line) written? I keep on getting a non-specific error when rendering from the command line and I can't find the log to get any more info.
thx! ... sorry for the lame Q 
did you try %temp%/raylib.log (NT)
it could be there... but i think you can set an environment variable to host the text data that reads from the message log...
they're not magic, and they're not beans -
a famous a fairytale, about coming home drunk and empty-handed on payday
I've found that log but it doesn't give the information I'm looking for.
My file calculates the startup data and when it starts rendering it just goes poof "A rendering error has occured" and there is no further information. Rendering a single image through Maya is fine just batch rendering isn't.
Any other ideas or any other ways to get more verbose errors?
thx!
beyond using the detailed messages setting in the translation section no... and im sorry to say, but i think the environment variable would only append the text from the output window to a file...
i dig, and then i dig more. r.
Try batch rendering in Maya. It will tell you the log file name.
Setting verbosity higher might help.
-v 5 from the command line.
Or setAttr mentalrayGlobals.exportVerbosity 5; in script editor.
-Jasmine
Setting the verbosity higher did help.
The only error I found is:
API 0.0 warn 302018: type conflict: "color" is type color, "maya_reverse" returns type vector
I'm not at all sure why that is happening. Anyone have any ideas off the top of their head? My color is just a transparent white color (glass like) for that object.
thx
try usign a conversion node inbetween.... like a rgb to hsv... it sounds like the value is looking for a parameter that its cant decipher... the color channel is returning a vaule that is of type color (r,g,b,a value) and the reverse node is passing vector info back (or forward, X,Y,Z)... you need to put implement a node that will make the info correct for the renderer... either by connecting the out of the reverse into a hsv to rgb and then passing the rgb out to the rgb... or by passing the outColour att to a rgb to hsv and the out value att to the reverse... in which case the luminance variations of the combined colour attributes will be read as input values...
the verbosity setting you found is probably one of the great strenghts of MR... by default you should be using the progress messages setting... it will inform you of both prgress of the job... as well as describing ways you can refine the scene for speed...
r.
I believe you can avoid this warning by connecting the individual components of your output attribute to the individual components of your input attribute (x>r, y>g, z>
. Thus you'll have 3 connections instead of one compound attribute connected. I get these warnings alot and this seems to silence them...