Is this post relevant to your problem?
http://forums.autodesk.com/t5/shading-lighting-and-rendering/warning-mayatomr-scene-output-data-type-quot-rgba-h-quot/td-p/4290734

It suggests that half float is not supported for iff and that changing
settings/format would solve it.

On Sun, 22 Mar 2015 11:46 AM Enrico Losavio <[email protected]> wrote:

> Hey folks,
>
> I've been struggling to find a way to blend together many 32 bits exr
> displacement maps in Maya.
> We decided to go with the Overlay blend mode, but Maya doesn't seem to
> offer any easy way to achieve it (layered texture doesn't seem to work, and
> is a very fragile node)
> So we adapted the Overlay function (see HERE
> <http://en.wikipedia.org/wiki/Blend_modes#Overlay>) to the (-1 , 1)
> range, and then we tried to recreate it with a network of nodes, but soon
> it turned out to be too long and tedious for all the textures (20+).
>
> So I quickly wrote a custom Maya node to do the job.
> Since my disp maps are using only one channel, the node takes an array of
> float as an input (the textures) , and outputs one float (my final texture):
>
>     blendDisplacement.a_inTextures = mFnAttr.create("inTextures",
> "inTexs", OM.MFnNumericData.kFloat, 0.0)
>     mFnAttr.setKeyable(0)
>     mFnAttr.setWritable(1)
>     mFnAttr.setArray(1)
>
>     blendDisplacement.a_outTexture = mFnAttr.create("outTexture",
> "outTex", OM.MFnNumericData.kFloat, 0.0)
>     mFnAttr.setReadable(1)
>     mFnAttr.setWritable(0)
>     mFnAttr.setKeyable(0)
>
> Testing the node in the Hypergraph, or rendering with Maya Software I see
> it works perfectly.
> But when I try rendering with VRay i get a // Warning: Unsupported
> texture blendDisplacement (which is my node).
> Same story with MentalRay: i get a // Warning: (Mayatomr.Scene) : output
> data type "rgba_h" not directly supported by image format iff, conversion
> performed by mental ray //
>
> Now, I know VRay is a bit picky with textures, but my input is still a
> compatible file type... and a python float has 53 bits precision (way more
> than 32).
>
> What is going wrong? And how can I make my node compatible with others
> render engines?
>
> Any ideas out there?
>
> Thanks!
>
> Enrico
>
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