By Almfeldt
#255905
Forre some reason Some chairs in my render just dissapers. I renderd the sceen yesterday look ok.
Isntaled th new plugin; and now i´t want work.
I can se the chairs in rhino, but they dont endup in my render.
I tried to render the chair by it self, and i cant see it then either.
Quite irritating.
By JDHill
#255906
Can you send me the chair .3dm? ( @ email address in forum profile )
By JDHill
#255917
follow-up for readers:

Objects missing texture-coordinates were not exported. This is by design. In fact, Rhino may sometimes produce 'renderable' meshes that:

- have no triangles
- have no vertexes
- have no mesh faces
- have no texture coordinates
- have no normals

During mesh-export objects are checked - if any of these problems are found, they will not be exported. They will be listed by ID in the Log Viewer (always remember: the Log Viewer is your friend), and they will be selected in the viewport.

Cheers,

JD
By Almfeldt
#255926
But why did it work yesterday, with maxwell 1.5 ?
By Almfeldt
#255927
:oops:

Gues my maps dissapered somehow. Put some maps on it and now it´s back.

Thaks for quik answers...

Ps:
Would be great whit more tutorilas, check Rhino fpr example, theire includet tutorials are the best ive seen. Simple and easy.

Ty again
By JDHill
#255985
Sorry if it's pickier now - it used to read some of these, but doing so was also the source of some 'random' crashes. So now, it just draws a clear line and requires that you supply good geometry. It seems a change now, but in the long run, this will result in less confusion, and it will gradually help you to better understand how to create clean geometry. Too much fault-tolerance eventually puts you in a position where you don't know how or why things do or do not work.

That said, you don't say what issue you are having ( i.e. what does the Log Viewer tell you?) If it's missing texture-coordinates, then you obviously have to give your objects some texture coordinates. This is done through Object Properties > Texture Mapping.

In the other cases, re-meshing may result in valid meshes, or it may not be possible at all to export the geometry. Usually this would only be caused by faulty geometry from a non-3dm format. If Rhino can't create a mesh for the geometry, then there is truly nothing to render.
By JDHill
#256011
Ok, yes the very last line is incorrect - the important part is the 'internal Maxwell error' bit. Is this scene huge, or would you be able to zip it up so I can try to see what's not lining up?

Oops, I'm posting at the same time as you - can you undo the delete on those objects and send them? I'd reeealy like to have a look.
By JDHill
#256018
Thanks alot, best case is if I could find a pattern to identify this kind of thing beforehand.
By JDHill
#256024
Got 'em. These bad meshes can be caught, skipped, selected, and reported, with the render continuing successfully.
By JDHill
#256027
No - thank YOU - I didn't previously have any geometry like this on hand to analyze. Believe me, I've got my own motives - these kind of things always find their way to my inbox, so when I can find a way to kill them beforehand, well... :D
By JDHill
#256095
ok...there will be a new command: Maxwell_CheckFixAndReportBadGeometry, which will print things like this:

(for Almfeldt's model)

* line 189: checking for bad geometry, press CTRL+ALT+SHIFT to exit
* line 190: fixed missing texture-coordinates on 5 objects
* line 191: finished geometry-check, model appears to be ok
* line 192: listing corrections - added texture-coordinates:
* line 193: mesh_object, ID = f8dc0962-4a68-4a79-8a0f-7267a79d830c
* line 194: mesh_object, ID = cfb57b7e-adc3-42a9-ac7e-9edd27a3d3f6
* line 195: mesh_object, ID = 8eb5b279-66e9-413e-8dbc-b9d27d508f3d
* line 196: mesh_object, ID = 1eb3c768-af18-4cd5-840d-41cb79411a0c
* line 197: mesh_object, ID = 0f2c30f1-5300-4e4a-9653-975f7ebfb884

(for J.'s model)

* line 218: checking for bad geometry, press CTRL+ALT+SHIFT to exit
* line 219: finished geometry-check, some errors were detected
* line 220: listing errors - invalid objects:
* line 221: mesh_object, ID = de7bdb2d-3e7f-412b-8dd5-6e303e5b93a8
* line 222: mesh_object, ID = ed8de2c9-9b0f-41fe-9c39-c31f7de7c670
* line 223: mesh_object, ID = f93a5e15-426b-431e-b3a8-6ba12936ff63
* line 224: mesh_object, ID = 12d94161-fd8c-4649-9e40-7264a7c25d3c
* line 224: [ etc. ]

Basically, it works like SelBadObjects on speed. Furthermore, I changed my mind...mesh-export will once again try to fix missing tex-coords and vertex-normals on-the-fly.

JD
By JDHill
#256137
Both. So, it will do this at export, but if you want to know about the state of the model at any other time, you can run the command to get the report and have all the bad objects selected.
By JDHill
#260413
I'm not sure that command is in a production plugin yet...either way, I recently pulled the code out into this this tiny plugin...unzip, drag it over the Rhino viewport, and type SelBadObjectsEx. That should find the problems...well, all the ones that I know how to find.
By JDHill
#260415
Well actually, previous versions of the plugin would render this model, as will the next version - I just made it more picky last go-around because my focus was on making mesh export faster. Now that it is much faster, I have gone and put back in much of the error checking that was taken out, while still maintaining the improved performance. The 'SelBadObjectsEx' plugin I linked above is code taken out of my current export function, and in addition to finding erros, it will fix some - including the file you sent.
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fixed! thank you - customer support! -Ed