Author Topic: locating problematic normal map?  (Read 3796 times)

2014-10-20, 16:38:20

jjduncs

  • Active Users
  • **
  • Posts: 102
    • View Profile
    • thevisualworkshop
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

2014-10-20, 16:55:18
Reply #1

borisquezadaa

  • Active Users
  • **
  • Posts: 614
    • View Profile
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

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

What i do with Corona My Corona post of random stuff rendering
WARNING: English.dll still loading...

2014-10-20, 17:09:31
Reply #2

racoonart

  • Active Users
  • **
  • Posts: 1446
    • View Profile
    • racoon-artworks
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.
Any sufficiently advanced bug is indistinguishable from a feature.

2014-10-20, 18:02:03
Reply #3

jjduncs

  • Active Users
  • **
  • Posts: 102
    • View Profile
    • thevisualworkshop
I only get it with some merged in assets (usually converted vray ones)

2014-10-20, 18:06:13
Reply #4

jjduncs

  • Active Users
  • **
  • Posts: 102
    • View Profile
    • thevisualworkshop
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.


2014-10-20, 18:18:55
Reply #5

racoonart

  • Active Users
  • **
  • Posts: 1446
    • View Profile
    • racoon-artworks
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)
Any sufficiently advanced bug is indistinguishable from a feature.

2014-10-20, 18:50:41
Reply #6

jjduncs

  • Active Users
  • **
  • Posts: 102
    • View Profile
    • thevisualworkshop
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

2014-10-20, 18:57:57
Reply #7

racoonart

  • Active Users
  • **
  • Posts: 1446
    • View Profile
    • racoon-artworks
oh, yes, don't do that :-D Selection modes are not converting any maps! (I really should delete those options)
Any sufficiently advanced bug is indistinguishable from a feature.