Call for Submission
NAB 2012 Best of the Best Show Reel
Submit your work today!
  • 1/3
You are here: Forum Home / Autodesk 3ds® Max® / Lighting - Rendering / mental ray error - missing UVW Mapping Coords
  RSS 2.0 ATOM  

mental ray error - missing UVW Mapping Coords
Rate this thread
 
36884
 
Permlink of this thread   Subscribe to this thread
avatar
  • Total Posts: 31
  • Joined: 22 August 2006 08:49 AM

I’ve got a 3ds max 2009 outdoor scene with some buildings, which I just rendered in mental ray (a 300-frame animation using network rendering.) Every object in the scene has either explicit UVW mapping coordinates or mapping coordinates generated upon creation (for procedural objects.)

I just made some tweaks to the scene, re-saved it and have tried rendering it again, and now mental ray is giving me the error “Object (UVW 1) [various objects] require texture coordinates and may not render correctly.”

ALL of the objects in my scene have texture coordinates and rendered fine the first pass. Why is mental ray suddenly deciding that some objects in my scene no longer have mapping coordinates? Even after I applied UVW maps to some procedural objects, I’m still getting the error.

I need to fix this ASAP, because I’m on a serious deadline here. Thanks,



Replies: 0
avatar
  • Location: West Midlands, England, UK
  • Total Posts: 13781
  • Joined: 06 August 2007 11:06 PM
  • Permlink of this post

Did you accidentally change the Map Channel for an Image or procedural material (like checker)? Or possibly the Map Channel in the UVWMap (or UnwrapUVW) modifier(s)?



Max 4.2 through 2012 (SP2+SAP).
XP-64 (SP2)
NVidia 9800GTX-512 (Driver 266.58).
Core 2 Quad Q6600 2.4GHz, 8Gb Ram, DX9.0c.

Replies: 0
avatar

I didn’t touch any of the maps or UVW modifiers in the scene—in fact, I actually added UVW Map modifiers to every object it complained about, and it responded by listing virtually every object in the scene as suddenly missing mapping coordinates.

I’ve seen this bug before, and it’s really frustrating (along with the hard-wired mental ray “camera_glare.tif” map bug, which rears its ugly head every time I do a network rendering with mental ray.)



Replies: 1
/userdata/avatar/avatar_159785.jpg

Next time you open Max, find that Glare shader in the render dialog and clear it.  Then save your file as the maxstart.max file and any new files will no longer have it.

Author: Chris Medeck

Replied: 20 November 2009 04:47 AM  
avatar
  • Location: Penticton, British Columbia
  • Total Posts: 569
  • Joined: 26 September 2007 12:46 AM
  • Permlink of this post

Jon A. Bell 19 November 2009 09:33 PM

I’ve seen this bug before…

I get this error quite often, intermittently; a render server will render several frames just fine then suddenly decide there are UVW coords missing.  I think the message is misleading...what is probably happening is the server is running out of memory and the coords have been ‘lost’.



--3ds Max Design 2009 64bit, Direct3D 9, Win Vista Premium 64, 3ghz quadcore Xeon, Quadro FX1700--

Replies: 0
avatar
  • Location: Minneapolis, MN, USA
  • Total Posts: 3004
  • Joined: 31 October 2007 12:38 AM
  • Permlink of this post

I’ve seen it too, and I just remembered that whenever I’ve encountered it, only frame 0 of an animation was affected.  So after a long night of rendering, I have an unfinished Backburner job that has only one frame remaining and EVERY render node has errored out on it.



3DS Max Design 2011 64-bit - Advantage Pack
Dell Precision T5500, Dual Six Core Xeon X5650 @ 2.67GHz, nVidia Quadro 5000, 24 GB RAM, Win 7 Enterprise 64-bit
Minneapolis, MN, USA

Replies: 1
/img/forum/dark/default_avatar.png

So, how do I fix this problem? This basically makes mental ray useless for network rendering.

(And if someone from Autodesk wants to chime in here on this bug, I’d really appreciate it.)

Author: Jon A. Bell

Replied: 23 November 2009 07:13 AM  
avatar
  • Location: Minneapolis, MN, USA
  • Total Posts: 3004
  • Joined: 31 October 2007 12:38 AM
  • Permlink of this post

I can’t say I’ve ever found a solution.  It’s only affected one frame of an animation for us, and that’s easy enough to render locally after the fact.

Sorry I can’t help…



3DS Max Design 2011 64-bit - Advantage Pack
Dell Precision T5500, Dual Six Core Xeon X5650 @ 2.67GHz, nVidia Quadro 5000, 24 GB RAM, Win 7 Enterprise 64-bit
Minneapolis, MN, USA

Replies: 0
avatar

Chris Medeck 24 November 2009 10:46 AM

I can’t say I’ve ever found a solution.  It’s only affected one frame of an animation for us, and that’s easy enough to render locally after the fact.

Sorry I can’t help…

I’m bumping this thread, because this is a critical error, IMO, and I’d really like someone from Autodesk to address this.



Replies: 0
avatar
  • Location: Minneapolis, MN, USA
  • Total Posts: 3004
  • Joined: 31 October 2007 12:38 AM
  • Permlink of this post

Jon A. Bell 01 December 2009 11:15 AM

I’m bumping this thread, because this is a critical error, IMO, and I’d really like someone from Autodesk to address this.

What you need to do is come up with reproducable steps, and submit it as a bug here. The problem is making it happen, so someone can figure out why it happens.

Only a few people from Autodesk post here, as it’s a peer-to-peer forum.  So bumping this won’t get Autodesk’s attention.



3DS Max Design 2011 64-bit - Advantage Pack
Dell Precision T5500, Dual Six Core Xeon X5650 @ 2.67GHz, nVidia Quadro 5000, 24 GB RAM, Win 7 Enterprise 64-bit
Minneapolis, MN, USA

Replies: 0




   
  Settings Choose Theme color: