FBX shop_material attribute on import

   2112   5   2
User Avatar
Member
5 posts
Joined: 10月 2018
Offline
It looks like fbx importer is creating inside obj nodes of a FBX imported geo, a shop_materialpath prim attribute. This is an issue whenever I try to render with Redshift, since the path is pointing to non existing materials - to overcome it, I should either:

- delete the shop_materialpath attribute
- append a mterial node with the path at the end of any geo node inside the fbx package

Both the operations are a nightmare id the fbx is composed by hundreds of objs. Any suggestion?
Thank you!!
User Avatar
Member
63 posts
Joined: 5月 2006
Offline
I'm coming across the same issue, and I distinctly recall this not happening in the past. Has something changed since H19.0? Is this a preference that can be set?

Thanks,
Jasper
User Avatar
Member
274 posts
Joined: 8月 2018
Online
Just found these posts and I'm also stuck with this issue.
User Avatar
Member
274 posts
Joined: 8月 2018
Online
Please see this thread for a solution:
https://www.sidefx.com/forum/topic/85828/ [www.sidefx.com]
User Avatar
Member
274 posts
Joined: 8月 2018
Online
Confirmed by Sidefx as a bug - ID# 123352.
User Avatar
Member
5 posts
Joined: 10月 2018
Offline
I have bypassed the issue by using the wonderful ODTools - I import the fbx as a file and I ask ODTools to re-create the shaders as redshift shaders (since I am using RS, but you can choose among your favourite render engines). Using fbx as a file is much more efficient I think. Have a great day!
  • Quick Links