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ERROR: Object triangels without material M~W1.1

Posted: Thu Jul 06, 2006 11:11 am
by Aji Enrico
Code: Select all
Error: object ColaBurk has triangles without material
The scene works on M~W 1.0 but not on 1.1
All of the triangels have material, I'm sure.
UVW is set
I use mutlisub, material ID. I do not want to detach every object for this.
Same outcome without textures applied

Has anyone succeeded using material ID ?

Any solution? Am I the only one stuck here?

Posted: Thu Jul 06, 2006 4:48 pm
by Aji Enrico
Tom or any other Next Limit associate do I need to detach my entire
scene!? Or is there another workaround?

I'm really stuck here, I get blue screens now, yes BLUE sceen of death.
I crashes because windows "prevents the computer to harm itself". It says
something about the program get stuck in a Loop.

The file i graphics file, ati2d*** something (ATi driver). I have ATi fireGL and
recently updated, 1 - 2 months ago. I use regualr OpenGL (not ati max
opengl driver) and somehow when the material is beeing loaded in the scene
i get Bluescreen.

Anyone having bluescreens as well as I do?

Posted: Fri Jul 07, 2006 12:06 pm
by KRZ
im suffering the same...multimats dont work allways. but i have no clue why....its not related to textures. since the objet/mat i tested with contain no bitmaps.

Posted: Fri Jul 07, 2006 12:10 pm
by Aji Enrico
KRZ, does it crash "bluescreen" way on your side as well?

Posted: Sat Jul 08, 2006 12:13 pm
by KRZ
no no bluescreen yet. all i get sometimes is: i refresh thumbnail in mxed to update the v1.0 material to a v1.1 one and then 3dmax crashes.

im my test scene i use no bitmaps so to chance projector from 0 to 1 doesnt help.

the odd thing is:
it renders this scene if i apply SINGE-MATS to my objects.
it doesnt render if i use a MULTI-MAT and different ids.

-> this error:
Error: object buttons has triangles without material

has to be related to unreadable material-ids.

i hope for a quick fix. since 95% of my objects contain multimats. and breaking them up is not an reasonable option....a bugfix is.

Posted: Sat Jul 08, 2006 12:18 pm
by KRZ
ha! i just found something:

even though i dont use any bitmaps in my materials. 3dmax shows me that every material contains a map#"continuousnumber" (bitmap).

now with the knowledge of the projector 0 to 1 fix we only have to find out how we can access the projector-id while we dont use bitmaps.

i keep u updated if i find something about this.

Posted: Sat Jul 08, 2006 12:28 pm
by KRZ
na changing the map-channel in 3dmax doesnt make it work.

Posted: Sat Jul 08, 2006 2:36 pm
by Aji Enrico
I can render old scenes (MXS) with matID created with mw1.0.

It's something wrong with the material it self, you usualy can assign multiple
materials in 2 ways. First one is the regular way to create a multisub material
and select faces and assign their ID numbers. The second way works by
selecting some faces and just assign that material (assign button or drag and
drop), then a multisub will be created automaticly by max by itself and
the selected faces gets a diffrent ID automaticly.

The way you do on the second one works in MX1.0plugin and every one of
the other MAX bultin materials but not the MX1.1 plugin material.

Posted: Sun Jul 23, 2006 4:30 pm
by KRZ
ah crazy...even with the updated plugin i cant figure out how to make some objects in my scene work. they have solid geometry...are uv-mapped...have material id assigned to all polys...materials are all redone with new plugin...and still i get the "has polys without material-error"! even on single-mat mxms.

what is there left to do?

Posted: Sun Jul 23, 2006 4:38 pm
by Frances
KRZ wrote:ah crazy...even with the updated plugin i cant figure out how to make some objects in my scene work. they have solid geometry...are uv-mapped...have material id assigned to all polys...materials are all redone with new plugin...and still i get the "has polys without material-error"! even on single-mat mxms.

what is there left to do?
If there are any faces in your objects with a Material ID number higher than the number of materials in your multi-subobject material, you will get this error. For example, a Max primative Box has six sides and by default, each side is given a material ID number from 1 thru 6. For problem objects, you need to go into sub-object mode and make sure all faces have an ID that corresponds to the correct material in your MSO material.

This doesn't make the plug-in very user friendly. I'm not sure why previous versions of the plug-in could cope with this and the current one cannot.

Posted: Sun Jul 23, 2006 5:46 pm
by x_site
this plugin is as good as a sharp pencil in the eye.
I had enough of all the constant crashes and being unable to use most max features...

If NL want us to use studio then stop releasing these useless plugins....

I had it with this crap....

Posted: Sun Jul 23, 2006 6:08 pm
by Aji Enrico
This new plugin works with material ID.

KRZ Reselect all faces and set them to ID 1, then reassign the object
with ID's. Just for a test, it should work.

note, ID assignment must be on the top edit poly/mesh modifer if there is
one on the stack.

Posted: Mon Jul 24, 2006 2:23 pm
by KRZ
i will post a .max-file later tonight...from a very simple object. no multimat...just one simple mxm.

cu later

Posted: Mon Jul 24, 2006 9:26 pm
by KRZ
ha i solved the mystery: http://www.maxwellrender.com/forum/view ... 355#173355

woo now i finally can use this maxwell render...what a journey. [/url]