![]() ![]() The trouble is, there’s no way of testing any of this without a full deployment of Deadline with all nodes + submitters, which is a huge task and results in so much downtime for the studio sadly. I may try to get on the phone tomorrow about it. I already submitted a ticket yesterday but no response so far unfortunately. I can confirm that rolling back to 10.1.13.2 has fixed the issue in 2020, but of course means we can’t use 2022 at all. I am not sure if there’s more stuff in the log that points at issues but that’s all I can see. 17:28:28: 0: WARNING: Python version for ‘3dsmax’ plugin is not specified! Defaulting to Py2. Here’s the first dodgy-looking bit from the log:Įrror: FailRenderException : RenderTask: Unexpected exception (Exception caught in 3ds max: – Syntax error: at keyword parameter, expectedĪt (String message) () ![]() If you have any issues with importing some models: ensure that you have the latest FBX plugin installed from Autodesk website or revert to FBX 2012.Yes I’m sorry to hijack the OP’s post but I believe it’s likely the same issue as they’re having. Alternate Material setup for Lightmapping in 3ds Max, using multi/sub object material Troubleshooting However, if faces in your model use different sub-material IDs, this will result in multiple materials being imported, which is not optimal for performance. Note that if object uses a Shell material type, then current Autodesk’s FBX exporter will not export UVs correctly.Īlternatively, you can use Multi/Sub Object material type and setup two sub-materials, using the main texture and the lightmap in their diffuse map slots, like shown below. For both UV sets to come through properly, the material in 3ds Max has to be Standard and both Diffuse (for main texture) and Self-Illumination (for lightmap) map slots have to be set up: Material setup for Lightmapping in 3ds Max, using self-illumination map Usually one UV set is used for main texture and/or normal maps, and another UV set is used for the lightmap texture. Check to see what renderer you have selected (F10 is the hotkey to bring. If you do not have vray selected as the renderer then the material editor slots will display a black because for example, the scanline renderer does not support vray materials. Note that Unity has built-in lightmapper, but you might prefer using 3dsmax if that fits your workflow better. The material editor show you have a vray material in one slot and probably in all of the slots.
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