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[MAXtoA] Setting up an Object ID AOV

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Here’s how to use the 3ds Max object ids for a simple Object ID AOV.

And here’s the material (aka shader tree) that writes the AOV. Use a text editor to save this as Arnold Scene Source (.ass) file, and then import it into 3ds Max (like I did in the video).

An ASS file is a plain-text file.

### exported: Thu May 21 07:53:19 2020
### from:     Arnold 6.0.3.0 [991b08e9] windows icc-17.0.2 oiio-2.2.1 osl-1.11.0 vdb-4.0.0 clm-1.1.1.118 rlm-12.4.2 optix-6.7.0 2020/04/17 09:11:12
### host app: MAXtoA 4.0.4.36 (2021) 3ds Max 23.0.915.2021 

aov_write_rgb
{
 name /Write_Object_ID_AOV
 aov_input /gBufID_Switch
 aov_name "object_id"
 declare nodeName constant STRING
 nodeName "Material #43"
}

switch_rgba
{
 name /gBufID_Switch
 index /gBufID
 input1 1 0 0 1
 input2 0 1 0 1
 input3 0 0 1 1
}

user_data_int
{
 name /gBufID
 attribute "gBufID"
}

Remapping paths at render time!

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New with Arnold 6.0.4 is path mapping.

All you have to do is create a json file that looks something like this:

{
         "windows": { "S:/": "\\server\projects\" },
         "mac": { "S:/": "/Volumes/projects/"},
         "linux": {"S:/": "/mnt/projects/"}
}

and then set ARNOLD_PATHMAP to point to the json path mapping file

Read more about path mapping here…

 

[MAXtoA] Denoising AOVs with noice

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First, set up your AOVs like this:

Then run noice like this:

set IMAGES="C:\Users\Stephen Blair\Documents\3ds Max 2020\renderoutput\denoiseme"

set ARNOLD_BIN=S:\solidangle\arnold\Arnold-6.0.2.0-windows\bin

%ARNOLD_BIN%\noice ^
-ef 2 -sr 2 -pr 2 -v 0.5 ^
-i %IMAGES%/AOVs0003.exr ^
-i %IMAGES%/variance0003.exr ^
-l diffuse ^
-l specular ^
-o %IMAGES%/denoised_AOVs0003.exr 

The AOVs and variance AOVs are in separate EXRs
That’s necessary to be able to have different filters for the same AOV in MAXtoA

Tip: In the Windows command prompt, you can use ^ (Shift + 6) character to indicate line continuation, and break long commands into multiple lines. You can also use ^ in in a batch file.

Denoising AOVs with the Optix imager

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The Optix imager can denoise the beauty and any other AOV.

The so-called layer selection tells the imager what AOVs to denoise. For example, if you want to denoise both the beauty and the coat AOVs, enter RGBA or coat in the Layer Selection text box.

Using AOV names with or is an easy way to select multiple AOVs.

You can also use wildcard characters (such as *, ., and []) to select AOVs (this is what is called glob in the docs). For example:

*Selects all AOVs
RGBA_*Selects all light group AOVs for the beauty (for example, RGBA_default, RGBA_key, and so on)
RGBA_light0[135]Selects RGBA_light01, RGBA_light03, and RGBA_light05
RGBA_light0.The period (.) matches any single character, so this selects RGBA_light00 through to RGBA_light09.
RGBA_light0[1-9] does the same thing.

You can even use regular expressions for more complicated selections. But in general, using or and wildcards should be more than enough.

Tangent space normal maps

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The built-in N AOV is in world space. So how to get a tangent-space N AOV?
Like this:

In brief, I read the N AOV, transform the normals from world to tangent space, and then map the normal values to the range 0.5, 1 (I used the range node here, but I could have used Add and Multiply to do the same thing).

Here’s the shader tree. You can save this in a .ass file and import it into Maya or whatever application you use. Then set up an AOV shader to write the custom Ntangent AOV

range
{
 name aiRange1
 input space_transform
 output_min 0.5
}

space_transform
{
 name space_transform
 input read_N_AOV
 type "normal"
 to "tangent"
 tangent 1 0 0
 normal 0 1 0
 normalize on
}

aov_read_rgb
{
 name read_N_AOV
 aov_name "N"
}

aov_write_rgb
{
 name defaultArnoldRenderOptions/aov_write_rgb_Ntangent
 aov_input aiRange1
 aov_name "Ntangent"
}

ERROR: out-of-range shader index

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If you see this error in your Arnold log, it most likely means that you have more than 256 per-face shaders. Arnold has a hard limit of 256 shaders that can be assigned to a single object.

[polymesh] /pPlane1/pPlaneShape1: out-of-range shader index (5/3)

You may also see this warning if you have a large number of objects merged into one single object (for example, an Alembic archive that consists of many objects). In some cases, an Alembic archive like that may have more than 256 shaders assigned to the sub-objects.

Kicking Bifrost ASS

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You can export a Bifrost scene to an Arnold ass file and then render it with kick.

Just use the -l flag (or the ARNOLD_PLUGIN_PATH environment variable) to point to the Arnold plugins that comes with the Bifrost install. For example, on Windows:

kick -v 5 -dp bifrost_aeroColors.ass 
-l "C:\Program Files\Autodesk\Bifrost\Maya2020\2.2.0.2\bifrost\arnold-6.2.0.0"
kick render of a Bifrost graph

In the Arnold log, we see that Arnold loads the procedural nodes for Bifrost:

00:00:00 88MB | loading plugins from C:\Program Files\Autodesk\Bifrost\Maya2020\2.2.0.2\bifrost\arnold-6.2.0.0 …
00:00:00 100MB | arnold_bifrost.dll: bifrost_graph uses Arnold 6.2.0.0
00:00:00 100MB | arnold_bifrost.dll: bifrost_object uses Arnold 6.2.0.0
00:00:00 100MB | arnold_bifrost.dll: bifrost_multires_volume uses Arnold 6.2.0.0
00:00:00 100MB | arnold_bifrost.dll: bifrost_multires_implicit uses Arnold 6.2.0.0
00:00:00 100MB | arnold_bifrost.dll: bifrost_volume uses Arnold 6.2.0.0
00:00:00 100MB | arnold_bifrost.dll: bifrost_points uses Arnold 6.2.0.0
00:00:00 100MB | arnold_bifrost.dll: bifrost_implicit uses Arnold 6.2.0.0
00:00:00 100MB | arnold_bifrost.dll: bifrost_polymesh uses Arnold 6.2.0.0
00:00:00 100MB | arnold_bifrost.dll: bifrost_blocks uses Arnold 6.2.0.0
00:00:00 100MB | loaded 9 plugins from 1 lib(s) in 0:00.06

In other applications, like CINEMA 4D or Houdini or Katana, you can do the same thing by setting the Plugin Search Path.

How to get a list of AOVs and LPEs

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Here’s a simple kick trick to get a list of AOVs and LPEs.

The -laovs flag lists all the AOVs in the loaded scene, but if you give kick no input, you’ll get a list of all built-in AOVs defined by Arnold.

For example, on Windows, run kick -laovs -i Nul

On Linux or macOS, run kick -laovs -i /dev/null

kick -laovs -i Nul
Available aovs:
    Type:    Name:                        LPE:
    --------------------------------------------------------------
    VECTOR2  motionvector (~)
    RGBA     RGBA                         C.*
    VECTOR   N (~)
    FLOAT    Z (~)
    RGB      direct                       C[DSV]L
    RGB      indirect                     C[DSV][DSVOB].*
    VECTOR   Pref (~)
    RGB      albedo                       C[DSV]A
    RGB      emission                     C[LO]
    RGB      diffuse_direct               C<RD>L
    RGB      background                   CB
    RGB      denoise_albedo               ((C<TD>A)|(CVA)|(C<RD>A))
    RGB      sss_albedo                   C<TD>A
    RGB      specular_albedo              C<RS[^'coat''sheen']>A
    RGB      diffuse                      C<RD>.*
    FLOAT    cputime (~)
    RGB      diffuse_indirect             C<RD>[DSVOB].*
    RGB      sss_indirect                 C<TD>[DSVOB].*
    RGB      diffuse_albedo               C<RD>A
    RGBA     shadow_matte
    FLOAT    volume_Z (~)
    RGB      specular                     C<RS[^'coat''sheen']>.*
    RGB      coat_direct                  C<RS'coat'>L
    RGB      specular_direct              C<RS[^'coat''sheen']>L
    RGB      specular_indirect            C<RS[^'coat''sheen']>[DSVOB].*
    RGB      volume_direct                CVL
    RGB      coat                         C<RS'coat'>.*
    RGB      coat_indirect                C<RS'coat'>[DSVOB].*
    RGB      coat_albedo                  C<RS'coat'>A
    RGB      sheen                        C<RS'sheen'>.*
    RGB      transmission                 C<TS>.*
    RGB      transmission_direct          C<TS>L
    RGB      transmission_indirect        C<TS>[DSVOB].*
    VECTOR2  AA_offset (~)
    RGB      transmission_albedo          C<TS>A
    VECTOR   P (~)
    RGB      sheen_direct                 C<RS'sheen'>L
    RGB      volume                       CV.*
    RGB      sheen_indirect               C<RS'sheen'>[DSVOB].*
    NODE     shader (~)
    RGB      sheen_albedo                 C<RS'sheen'>A
    RGB      sss                          C<TD>.*
    RGB      sss_direct                   C<TD>L
    RGB      volume_indirect              CV[DSVOB].*
    RGB      volume_albedo                CVA
    FLOAT    A (~)
    FLOAT    ZBack (~)
    RGB      opacity (~)
    RGB      volume_opacity (~)
    FLOAT    raycount (~)
    UINT     ID (~)
    NODE     object (~)
    FLOAT    AA_inv_density (~)
    RGBA     RGBA_denoise (~)
    --------------------------------------------------------------
    (~) No opacity blending


[MtoA] Denoising AOVs with the Arnold Denoiser

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To denoise AOVs, you need to add variance AOVs:

  1. Enable Output Denoising AOVs
  2. Add a new output driver to the AOVs, and set the filter to variance
  3. Tell noice to denoise the AOVs: enter the AOV names in the Light Group AOVs text box (or, if you’re using the command-line, add -l flags for each AOV)

When you denoise the AOVs, you’ll see something like this in the Arnold Denoiser log:

C:\Program Files\Autodesk\Arnold\maya2020\bin\noice -i C:/project/images/denoiser_test.0002.exr -o C:/project/images/denoiser_test.0002_denoised.exr -ef 0 -sr 9 -pr 3 -v 0.5 -l diffuse -l direct -l indirect -l specular 

Denoising image C:/project/images/denoiser_test.0002.exr 
------------------------ (1/1)
noice 6.2.0.1 [903992ac] - the Arnold denoiser
Using 48 threads.
Loading images...
Loading file "C:/project/images/denoiser_test.0002.exr".
Using feature AOV 'diffuse_albedo' with filter 'gaussian_filter'
Using feature AOV 'N' with filter 'gaussian_filter'
Using feature AOV 'Z' with filter 'gaussian_filter'
Working with 1 frame at 960x540
Will denoise AOV "RGBA", using associated variance
   Output file will be "C:/project/images/denoiser_test.0002_denoised.exr"
Will denoise AOV "diffuse", using associated variance
   Output file will be "C:/project/images/denoiser_test.0002_denoised.exr"
Will denoise AOV "direct", using associated variance
   Output file will be "C:/project/images/denoiser_test.0002_denoised.exr"
Will denoise AOV "indirect", using associated variance
   Output file will be "C:/project/images/denoiser_test.0002_denoised.exr"
Will denoise AOV "specular", using associated variance
   Output file will be "C:/project/images/denoiser_test.0002_denoised.exr"
Start denoising (patch radius 3, search radius 9, variance 0.5)
Denoising RGBA
Denoising diffuse
Denoising direct
Denoising indirect
Denoising specular
Finished denoising
Saving image C:/project/images/denoiser_test.0002_denoised.exr (960 x 540 x 16)

MtoA: Getting an Info-level Arnold log

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  1. In the Render Settings, set the log verbosity
  2. Click Arnold > Open Arnold RenderView, and then open the Arnold Render Logs
  3. In the Arnold Render Logs window, click IPR Log Frequency > Full
    We want the full log, because that includes everything that happens before progressive refinement (that’s the AA -3, -2, -1, 1, 3) renders.
  4. Render

HtoA and Python 3

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If you see messages like this when you try to use HtoA

Syntax error: Missing parentheses in call to 'print'

or

AttributeError: '_Environ' object has no attribute 'has_key'

that means the you have the Python 3 version of Houdini installed.

HtoA 5.6.1 and older do not support Python 3 yet, so you need to download and install the Python 2.7 version of Houdini.

You can get the Python 2.7 version of Houdini here: https://www.sidefx.com/download/daily-builds/?production=true

Deselect Python 3 to get the Python 2.7 versions of Houdini

HtoA: Denoising AOVs with the Arnold Denoiser

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HtoA lets you edit the layer names, and that’s how to generate the variance AOVs for denoising.

  • Add two AOVs with the same name (I used “custom” here), but give the second one a “_variance” layer name (“custom_variance).
  • Change the Pixel Filter to variance.
  • Render some EXRs (in my screenshot below, I should the part of the Arnold log that tells you that the variance AOV was rendered too)
  • In the Arnold Denoiser, put the AOV names in the Light Group AOVs text box.

Getting node metadata

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Here’s a simple example that shows how to use the Arnold Python API to get the metadata for node parameters.

from arnold import *

AiBegin()


nentry = AiNodeEntryLookUp("standard_surface")
print( AiNodeEntryGetName( nentry ) );

pit = AiNodeEntryGetParamIterator(nentry)


while not AiParamIteratorFinished(pit):
    pentry = AiParamIteratorGetNext(pit)

    pname=AiParamGetName(pentry)

    mit = AiNodeEntryGetMetaDataIterator(nentry, AiParamGetName(pentry))
    while not AiMetaDataIteratorFinished(mit):
        mdentry = AiMetaDataIteratorGetNext(mit)
        if (mdentry.contents.type == AI_TYPE_INT):
            print(  "{}.{}={}".format( pname, mdentry.contents.name,mdentry.contents.value.INT ) )
        elif (mdentry.contents.type == AI_TYPE_BOOLEAN):
            print(  "{}.{}={}".format( pname, mdentry.contents.name,mdentry.contents.value.BOOL ) )
        elif (mdentry.contents.type == AI_TYPE_STRING):
            print(  "{}.{}={}".format( pname, mdentry.contents.name,mdentry.contents.value.STR ) )

        
    AiMetaDataIteratorDestroy(mit)

    
AiParamIteratorDestroy(pit)    

AiEnd()

Getting shader info from an ASS file

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First, set things up so you can use the Arnold Python API. On Windows:

set PATH=C:\Users\blairs\AppData\Local\Programs\Python\Python39;%PATH%
set PYTHONPATH=C:\solidangle\arnold\Arnold-6.2.1.1-windows\python

rem Sometimes necessary
set PATH=C:\solidangle\arnold\Arnold-6.2.1.1-windows\bin;%PATH%

Then, run this Python script, which does the following:

  • Sets the logging verbosity
  • Loads an ASS file
  • Loops over all the shader nodes.
  • If a shader is a standard_surface, inspect the ID AOV parameters.
from arnold import *
AiBegin()
 
AiMsgSetConsoleFlags(AI_LOG_ALL)
 
# Required if the ASS file uses any SItoA shaders
#AiLoadPlugins('C:/softimage/workgroups/sitoa-3.4.0-2015/Addons/SItoA/Application/Plugins/bin/nt-x86-64')
 
AiASSLoad('C:/Users/blairs/Documents/maya/projects/default/scenes/denoiseme.0009.ass')
 
# Iterate over all shader nodes
iter = AiUniverseGetNodeIterator(AI_NODE_SHADER);
while not AiNodeIteratorFinished(iter):
    node = AiNodeIteratorGetNext(iter)
    print( "[script] AiNodeGetName: {0}".format( AiNodeGetName( node ) ) )

    ne = AiNodeGetNodeEntry( node )
#    print( "[script]  AiNodeEntryGetName: {0}".format( AiNodeEntryGetName( ne ) ) )
#    print( "[script]  AiNodeEntryGetType: {0}".format( AiNodeEntryGetType( ne ) ) )
#    print( "[script]  AiNodeEntryGetTypeName: {0}".format( AiNodeEntryGetTypeName( ne ) ) )

    if AiNodeIs( node, "standard_surface" ):
        
     
        # Plain color ID AOVs are easy
        aov_id1 = AiNodeGetStr( node, "aov_id1" )
        print( "[script]  aov_id1={0}".format( aov_id1 )  )   
        
        id1 = AiNodeGetRGB( node, "id1" )
        print( "[script]  id1={0} {1} {2}".format( id1.r, id1.g, id1.b)  )   


        # ID AOVs that use a linked shader take a bit more work     
        aov_id2 = AiNodeGetStr( node, "aov_id2" )
        print( "[script]  aov_id2={0}".format( aov_id2 )  )   
        if AiNodeIsLinked( node, "id2" ):
            id2 = AiNodeGetLink( node, "id2" )
            print( "[script]  id2={0}".format( AiNodeGetName( id2 ) ) )


AiNodeIteratorDestroy(iter)
AiEnd()

Arnold 7 uses Arnold 2022 licensing

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Arnold 7 is a new licensing version: Arnold 2022

(Arnold 6 was Arnold 2020, and Arnold 5 was Arnold 2018)

What does this mean for you?

  • If you have network licenses, the contract manager has to go to manage.autodesk.com and generate a new network license.
  • If you have single-user licenses, open the Arnold License Manager and check that Arnold 2022 is registered on your machine. Most, but not all, of the plugin installers will register Arnold.

Running HtoA 5.6.3.x in Houdini 17.5

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Error running pythonrc.py:
Traceback (most recent call last):
  File "C:/Users/example/htoa/htoa-5.6.3.0_ra766b1f_houdini-17.5.460/scripts/python/pythonrc.py", line 5, in <module>
    import htoa.searchpath
  File "C:/Users/example/htoa/htoa-5.6.3.0_ra766b1f_houdini-17.5.460/scripts/python\htoa\searchpath.py", line 7, in <module>
    import htoa.dialog
  File "C:/Users/example/htoa//htoa-5.6.3.0_ra766b1f_houdini-17.5.460/scripts/python\htoa\dialog.py", line 3, in <module>
    from builtins import str
ImportError: No module named builtins

If you see errors like this, it’s because as of HtoA 5.6.3, the builtins module is required. Houdini 17.5 doesn’t include this module (unlike Houdini 18 and later), so you’ll have to install it.

  • Open a command prompt with Run as Administrator.
  • In the command prompt, run these commands:
cd "C:\Program Files\Side Effects Software\Houdini 17.5.460\python27"
python -m ensurepip --upgrade
python -m pip install future

HtoA silent installs

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The HtoA installer supports silent installs and silent extractions (an install will update houdini.env, an extract does not).

htoa-6.0.0.0_r6c54f59_houdini-18.5.696_windows.exe -h

htoa-6.0.0.0_r6c54f59_houdini-18.5.696_windows.exe [options]

Options:
  -?, -h, --help      Displays help on commandline options.
  --help-all          Displays help including Qt specific options.
  -v, --verbose       Verbose mode. Prints out more information.
  --extract           Extract installation contents in the current directory.
  --extract-to <dir>  Extract installation contents in <dir>.
  --accept-license    Do not prompt for license acceptance in silent mode.
                      IMPORTANT: By using this option, you accept the end-user
                      license agreement
  --silent            Silent installation (no GUI).

For example, this command silently installs HtoA on Windows. The –verbose gives you a log in the command prompt window.

htoa-6.0.0.0_r6c54f59_houdini-18.5.696.py3_windows.exe --accept-license --silent --verbose

Failed to register Arnold product

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When you click Register in the Arnold License Manager, it runs the Autodesk tool AdskLicensingInstHelper. All Autodesk products use this tool to register themselves with Autodesk licensing.

Check the License Manager log

If you get Failed to register Arnold product, check the Arnold License Manager log.

On macOS:

  1. Open the Arnold License Manager.
  2. In the menu bar, click Arnold License Manager > About Arnold License Manager.
  3. In the About dialog box, click Show Log.
  4. Click Copy to copy the log, and send it to Autodesk licensing support.

On Windows:

  1. In the Arnold License Manager, click Help > About.
  2. Click Copy to copy the log.

If you want to try and troubleshoot the problem yourself, find the line that runs the AdskLicensingInstHelper register command. It will look something like this:

2021-11-08 11:13:10 DEBUG | [clmv2] run: "/Library/Application Support/Autodesk/AdskLicensing/Current/helper/AdskLicensingInstHelper" register --prod_key C0PL1 --prod_ver 2020.0.0.F --config_file /Applications/Autodesk/Arnold/mtoa/2022/license/pit/ArnoldConfig.pit --lic_method USER --eula_locale en_US

Under that line, there will be some log messages describing why the command failed.

Reinstall the licensing

In some cases, a complete uninstall and then re-install of “single-user licensing” can fix the problem.

In a Terminal, run these commands:

   cd ~/Autodesk/LicensingInstaller
   sudo ./uninstall.sh

sudo will ask you to type your password. Press ENTER after you finish typing.

Then start the Arnold License Manager and switch to Single-user licensing. The license manager will ask if you want to install single-user licensing.

signal caught: error C0000005 — access violation

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People often ask me why they get this error…

Unfortunately, there’s no one answer. This is a totally generic error message, and it could be anything. Typically, it’s a bug somewhere. But where?

You could try to manually isolate it…is it shaders? textures? displacement? some object in the scene?

Ideally, you’ll be able to submit a Crash Error Report (CER). That would let us see where the crash actually happened.

Crash Error Report

The backtrace in an Arnold log won’t tell you, because we hide all the symbols in the shipping Arnold. So every backtrace comes out with things like Ordinal0 or AiLightsPrepare or AiADPDialogStrings, because those just happens to be the nearest unhidden symbols.

If you had a linux backtrace, we could symbolicate that on our end to see where the crash is happening. But on Window, it’s not so easy.

****
* Arnold 7.0.0.1 [5e3b4fd3] windows clang-10.0.1 oiio-2.3.2 osl-1.12.0 vdb-7.1.1 clm-2.0.0.235 rlm-14.1.3 optix-6.6.0 2021/11/18 13:08:38
* CRASHED in Ordinal0 at 00:00:00, pixel (946, 377)
* signal caught: error C0000005 -- access violation
*
* backtrace:
>> 0 0x00007ffb083cc387 [ai      ] Ordinal0
*  1 0x00007ffb08a24b56 [ai      ]
*  2 0x00007ffb0891cd0c [ai      ]
*  3 0x00007ffb087eaa92 [ai      ] AiLightsPrepare
*  4 0x00007ffb088ce771 [ai      ]
*  5 0x00007ffb088d4ef6 [ai      ]
*  6 0x00007ffb0870b67a [ai      ] Ordinal0
*  7 0x00007ffb09244186 [ai      ] AiADPSendPayload
*  8 0x00007ffb09243da3 [ai      ] AiADPSendPayload
*  9 0x00007ffb08db0a54 [ai      ] AiADPSendPayload
* 10 0x00007ffb09245414 [ai      ] AiADPSendPayload
* 11 0x00007ffb0989a74c [ai      ] AiADPSendPayload
* 12 0x00007ffb0989a8ed [ai      ] AiADPSendPayload
* 13 0x00007ffbd77c1bb2 [ucrtbase] configthreadlocale
* 14 0x00007ffbd8807034 [KERNEL32] BaseThreadInitThunk
* 15 0x00007ffbd9d22651 [ntdll   ] RtlUserThreadStart

error: (44) Product key not found

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If you get this error, it means that Arnold is not registered in the Autodesk product information file.

With Arnold 5.3 and later, you use the AdskLicensingInstHelper tool (all Autodesk software now uses AdskLicensingInstHelper). The pitreg utility was removed in Arnold 5.3

Note AdskLicensingInstHelper requires that the Autodesk Licensing Service is installed and running on the machine.

For example:

sudo /opt/Autodesk/AdskLicensing/Current/helper/AdskLicensingInstHelper register --pk C0PL1 --pv 2020.0.0.F --lm NETWORK -cf /opt/Autodesk/arnold/maya2019-4.2.0/license/ArnoldConfig.pit

or

"C:\Program Files (x86)\Common Files\Autodesk Shared\AdskLicensing\Current\helper\AdskLicensingInstHelper.exe" register --pk C0PN1 --pv 2022.0.0.F --lm NETWORK --cf "C:\Program Files\Autodesk\Arnold\maya2022-5.0.0.2\license\ArnoldConfig.pit"

In addition to registering Arnold in the global ProductInformation.pit file used by all Autodesk products, AdskLicensingInstHelper also registers Arnold with the Autodesk licensing service (that’s for single-user licensing).

The ProductInformation.pit file is located here:

  • /var/opt/Autodesk/Adlm/.config/ProductInformation.pit
  • C:\ProgramData\Autodesk\Adlm\ProductInformation.pit
  • /Library/Application Support/Autodesk/Adlm/.config/ProductInformation.pit

Here’s the help for the register command:

C:\Users\blairs>"C:\Program Files (x86)\Common Files\Autodesk Shared\AdskLicensing\Current\helper\AdskLicensingInstHelper.exe" -help register
NAME:
   AdskLicensingInstHelper - Manage products registration with Autodesk Licensing

USAGE:
   AdskLicensingInstHelper.exe [global options] command [command options] [arguments...]

VERSION:
   2.11.0.666

COMMANDS:
     register    Register product with the licensing components. Requires admin rights
     deregister  Deregister product from the licensing components. Requires admin rights
     list        List all products registered with licensing components
     change      Change registered product
     help, h     Shows a list of commands or help for one command

GLOBAL OPTIONS:
   --verbose, -d  [O] Output verbose log
   --help, -h     show help
   --version, -v  print the version
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