Chaos Corona Forum

Chaos Corona for 3ds Max => [Max] I need help! => Topic started by: jjduncs on 2014-10-20, 16:38:20

Title: locating problematic normal map?
Post by: jjduncs on 2014-10-20, 16:38:20
Hi,

Is there a simple way to find the culprit for the error with standard max bump not working on render?

I have a scene with a heap of assets that came in with all separate materials. I have converted them with material converter, but get the normal map error. Im wondering if there is a way to see easily which object/material has the normal map in question.. (without checking every material!)

Thanks
Title: Re: locating problematic normal map?
Post by: borisquezadaa on 2014-10-20, 16:55:18
Uf!... the only way i can think of is using Zorb modifier.
Thick All, then in materials tab wait a second till collect all.
In the list shown rigth click in Normal_Bump-> select objects... it shouls select all objects that has a normal texture associated.
Very useful script
You can find it in http://www.scriptspot.com/3ds-max/scripts/modifier-modifier-zorb (http://www.scriptspot.com/3ds-max/scripts/modifier-modifier-zorb)

It has a lot of functionality and now it support Corona Materials.

Title: Re: locating problematic normal map?
Post by: racoonart on 2014-10-20, 17:09:31
What exactly is the error you're experiencing (screenshot)? The normal map warning in the script has been removed in v0.14 (0.21 is the latest one) so that should not be the problem.
Title: Re: locating problematic normal map?
Post by: jjduncs on 2014-10-20, 18:02:03
I only get it with some merged in assets (usually converted vray ones)
Title: Re: locating problematic normal map?
Post by: jjduncs on 2014-10-20, 18:06:13
I'm using A7.1 and the converted bundled with it.

I'm only asking because im actually having trouble locating the specific normal map that isn't put through a coronanormaltex (and presumably causing the pop up before renders). I can hit return on the pop up though and it renders fine, its just annoying.

thanks boris i'll have a look at that script.

Title: Re: locating problematic normal map?
Post by: racoonart on 2014-10-20, 18:18:55
Can you try to run the converter again in this scene? It should be working even if all materials are CoronaMtls already and your problem should be gone. If not ... then there's a bug, or some forestpack vodoo (which is a known problem)
Title: Re: locating problematic normal map?
Post by: jjduncs on 2014-10-20, 18:50:41
Thanks deadclown, seems to have done the trick!

I have been using the converter on a per selection basis usually so this is no doubt where I ran into trouble.

Thanks again
Title: Re: locating problematic normal map?
Post by: racoonart on 2014-10-20, 18:57:57
oh, yes, don't do that :-D Selection modes are not converting any maps! (I really should delete those options)