(#930) vrscene errors on missing shaders

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a52

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Dec 7, 2022, 6:37:59 PM12/7/22
to crowd...@golaem.com, adria...@a52.com
Submitted on Thursday, December 8, 2022 - 00:28
Submitted by anonymous user: 208.185.253.33
Submitted values are:

First Name: Adrian
Last Name: Grey
Company: a52
Status: Customer
Email: adria...@a52.com
Emails to CC:
Golaem Version: 8.2
Maya Version: 2022
Python Version: Python 2
OS: Windows
Distribution:
Renderer: V-ray
Other DCC:
Subject: vrscene errors on missing shaders
Attachment:
https://golaem.com/sites/default/files/webform/vrayRenderShaderErrors.jpg
Details:
Howdy,

We've been struggling to get vrscene exports rendering withing Maya. I have
most of the kinks worked out but can't figure out the shader errors.
Upon rendering, every shader call says:

// Warning: line 1: V-Ray : [Golaem::WARNING] Shader 'MAN_MD_legs_pants' not
found. Use default material 'crowdProxyDefaultShader' instead! //
// Error: [Golaem]: Default Shader 'crowdProxyDefaultShader' not found. The
relative shaded mesh will not be rendered. //

--I've trying rendering this in a scene with the entities loaded, even with a
full rendering crowd in the scene, to no avail.
--I tried creating the shaders, and even tried creating "Default Shader
'crowdProxyDefaultShader'", to no avail.
--I even tried editing the vrscene file line
"defaultMaterial="crowdProxyDefaultShader"; to point it to Maya's default
shader, "lambert1". It still says then that "Default Shader 'lambert1' not
found.

I've both cached and baked the simulation prior to exporting the vrscene, and
checked that all paths are correct.
Can y'all suggest what I'm doing wrong? Thanks.


The results of this submission may be viewed at:
https://golaem.com/node/250/submission/6861

Nicolas Chaverou

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Dec 7, 2022, 6:42:59 PM12/7/22
to crowd...@golaem.com, adria...@a52.com
Hey Adrian

Would help if you can specify vray version :)

This having been said, shading assignment relies on name existing in the vrscene
If you create a shader node, it needs to be assigned to a visible geo node to be translated in the vrscene context

I'd recommend checking your scene assembly vrscene and see if the shading nodes appear properly.

May I ask why you're exporting vrscene rather than using our proxy system ? Just for my curiosity

Best

> Le 8 déc. 2022 à 00:37, a52 <adria...@a52.com> a écrit :
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> Submitted on Thursday, December 8, 2022 - 00:28
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Adrian Grey

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Dec 8, 2022, 3:49:26 AM12/8/22
to Nicolas Chaverou, crowd...@golaem.com
Hey Nicolas, thanks for the follow-up.

We are using V-ray version (v5.20.03, revision 31545 from Jul 29 2022).

I have the V-ray shaded version of the characters loaded in-scene to be sure that the shader names are there, and the character is visible for render. The existing renderProxies I have (with the same entities & caches, full character and sim setup) in the scene render fine. Is that what you mean by "checking your scene assembly vrscene and see if the shading nodes appear properly," there's like a .vrscene auto-generated at render time, yeah?

We're trying to export vrscenes for lighting setup. Golaem puts a lot of data and nodes into the scene, we'd just like to have something more streamlined and simple for Lighters to work with.
Best,

-Adrian

Nicolas Chaverou

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Dec 8, 2022, 4:10:38 AM12/8/22
to Adrian Grey, crowd...@golaem.com
Hey there

See inlined below:

On Thu, Dec 8, 2022 at 1:12 AM Adrian Grey <adria...@a52.com> wrote:
Hey Nicolas, thanks for the follow-up.

We are using V-ray version (v5.20.03, revision 31545 from Jul 29 2022).

I have the V-ray shaded version of the characters loaded in-scene to be sure that the shader names are there, and the character is visible for render. The existing renderProxies I have (with the same entities & caches, full character and sim setup) in the scene render fine.

Oh ok if the proxy works, the shader are definitely in the scene. There's maybe something specific when the call of the procedural comes directly from a vrscene
Would be probably relevant to get in touch with Chaos to know more about what's happening under the hood.
Would you mind opening a support request with them and cc Golaem support so we can follow and chime in if required ?
 
Is that what you mean by "checking your scene assembly vrscene and see if the shading nodes appear properly," there's like a .vrscene auto-generated at render time, yeah?

As Vray creates a vrscene at render time, I guess there's a way to expand that into a vrscene file ?
Not a Vray expert, so not really sure. I know Arnold and Renderman provides those.
 
We're trying to export vrscenes for lighting setup. Golaem puts a lot of data and nodes into the scene, we'd just like to have something more streamlined and simple for Lighters to work with.

Lighting and rendering scenes only require two nodes: one manager and one for the cache
Everything else is related to simulation

Best

Adrian Grey

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Dec 8, 2022, 2:42:35 PM12/8/22
to Golaem List, nicolas.chaverou, crowd...@golaem.com, Adrian Grey
Ah, gotcha Nicolas, sorry I missed that Layout/Rendering tutorial, still getting up to speed.
Yes, that works well, and the Cache Library is great for Lighters to be able to add and update. As it says in the video, hehe.

Our pipeline guys would still like to get the more raw vrscene method working for more publishing and version control. They already opened a ticket with vray about the shader issue; I'm not cc'd on it but I will keep you posted on the results.

Thanks much, Nicolas!

-Adrian
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