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  • Add this to log window 3.4

    From the 3.3 change log:

    (*) V-Ray: Include the name of the material causing "invalid bump normal" warnings itself;

    However I'm on 3.4 now and having different issue

    "warning: Texture map "Map #1897" (Normal Bump) is not compatible with V-Ray and may cause problems."

    Great, but can we please also include the material this is from because I have no idea on which material the Texture map #1897 is on
    Kind Regards,
    Morne

  • #2
    Originally posted by Morne View Post
    I have no idea on which material the Texture map #1897 is on
    Hi Morne, I'm having this problem too quite often, very frustrating to go and look for that map...
    If anyone has a good trick for this please share

    Thank you!
    Pieter
    claar.be

    Comment


    • #3
      Originally posted by pietervanstee View Post
      If anyone has a good trick for this please share

      Thank you!
      To manually do it, you can go to Slate Material Editor and do a search for the map. But it would be nice if the log just told you
      Kind Regards,
      Morne

      Comment


      • #4
        Hi Morne, thank you for the reply.
        I've been doing that but in the compact mode... there you can also search by name.
        But if you start typing map #... only a handfull of maps are shown. Even if you just start typing "ma", I get some maps with their n° but not nearly a fraction from what's in my scene.

        Thanks
        Pieter
        claar.be

        Comment


        • #5
          Ok, will try to include the material name information in the warning message.

          Best regards,
          Vlado
          I only act like I know everything, Rogers.

          Comment


          • #6
            There's a question though; if the map is part of a complex shader including many textures and materials, which material should I print? I mean, if you have a sub-object material with a blend material with a VRayMtl with a Mix texture for bump and one of the sub-textures is a Normal Map - what do I print in that case?

            Best regards,
            Vlado
            I only act like I know everything, Rogers.

            Comment


            • #7
              Top node would be best I guess for finding it. If it's no hassle to implement you could write the actual node in paranthesis after the top node, but I think it's not high prio.
              Software:
              Windows 7 Ultimate x64 SP1
              3ds Max 2016 SP4
              V-Ray Adv 3.60.04


              Hardware:
              Intel Core i7-4930K @ 3.40 GHz
              NVIDIA GeForce GTX 780 (4096MB RAM)
              64GB RAM


              DxDiag

              Comment


              • #8
                Originally posted by vlado View Post
                There's a question though; if the map is part of a complex shader including many textures and materials, which material should I print? I mean, if you have a sub-object material with a blend material with a VRayMtl with a Mix texture for bump and one of the sub-textures is a Normal Map - what do I print in that case?

                Best regards,
                Vlado
                I would say the top most one. At least then I know where to look
                Kind Regards,
                Morne

                Comment


                • #9
                  Top-Notch would propably be to have the exact material (last in hierarchy) be put in MEdit slot 1 or something.
                  Software:
                  Windows 7 Ultimate x64 SP1
                  3ds Max 2016 SP4
                  V-Ray Adv 3.60.04


                  Hardware:
                  Intel Core i7-4930K @ 3.40 GHz
                  NVIDIA GeForce GTX 780 (4096MB RAM)
                  64GB RAM


                  DxDiag

                  Comment


                  • #10
                    Yes, top node, or the node the closest to this particular map, searchable with the search function?
                    Pieter
                    claar.be

                    Comment

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