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Object has triangles without materials

Posted: Thu Jan 17, 2008 7:41 pm
by RichG
I have a complex model that came from somebody else but every time I try to render from Cinema to mxcl, it fails saying "Object has triangles without materials". I've done a bit of research and found the following guidance (I've edited it slightly to work with the latest plug-in):
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if this happens, there are a number of quick-fixes, but the best way to ensure it is fixed, I've found, is to delete the Maxwell material tag, the phong tag, and the UVW tag from your object (any material-related tags, basically), and then do the following:

1. make a new cinema_4d material (just default grey is fine).
2. apply the material to your object.
3. select the material, and generate a UVW tag (first selection from object manager's 'texture' menu)
4. replace the c4d material with your Maxwell material.
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I can see the logic of this so I did as it says but I'm still getting the error. I tried optimising the geometry in c4d too but it doesn't help. Anybody have another idea? I dread having to re-import the model as it's taken me 2 days to arrange the hundreds of elements into a sensible, editable model.

Posted: Thu Jan 17, 2008 10:19 pm
by Rochr
Usually, it´s only one or few objects in a scene causing this, and you´ll have to track it/them down.
If the erroring object is part of a group, remove it from the group and place it by itself. Add the necessary tags/materials.

Or...

Is the object editable, and/or are you using any deformer objects?
If this is the case, bake the object to get rid of the deformer.

Or...

Place a copy of the mxm material (plus all texture that comes with them)in the scene folder.

Or...

Try deleting the existing .mxs-file and generate a new one.


These are the ones i can think of right now, and all of these issues have generated the "Object has triangles without materials"-message here.
It has even went as far as to forcing me to connect an entire scene (4000+ objects) into 5, before Maxwell actually stopped displaying the message. Needless to say, that´s not very recommendable... :)

Posted: Thu Jan 17, 2008 11:24 pm
by seco7
I still run into this one all the time unfortunately. Another method of debugging is to open the file in studio because that can sometimes show you what's wrong. Often the object will come through with a gibberish name or the material won't show up. It's a good way to "see" what Maxwell is interpreting.

Posted: Fri Jan 18, 2008 2:33 am
by RichG
Thanks for the reply. I did try that but it crashed Studio! The problem file was an OBJ with UVs and materials that I imported via Riptide. But they also sent me a very basic polygonal OBJ too, I may try adding one material to the whole thing and rendering that. Gonna be painful configuring it all over again if it works but I could be banging my head on the other one for days.

Posted: Fri Jan 18, 2008 6:52 pm
by RichG
Rochr wrote:Usually, it´s only one or few objects in a scene causing this, and you´ll have to track it/them down.
If the erroring object is part of a group, remove it from the group and place it by itself. Add the necessary tags/materials.
Yes I did that but it seemed to keep finding more every time. In the end, I've gone back to the previous raw geometry that seems to render OK. Just got to recompile the model now..

Thanks for the ideas.

Posted: Fri Jan 18, 2008 7:15 pm
by seco7
Glad it worked one way or another. I wonder why Maxwell is so sensitive with UV etc? I've had many simple geometries like extruded rectangles that wouldn't render correctly no matter what I did. I ended up deleting them and replacing them with cube primitives.