warning: material "xxx" has no indigo material def

Announcements, requests and support regarding the Blender Indigo export script
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zsouthboy
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Joined: Fri Oct 13, 2006 5:12 am

warning: material "xxx" has no indigo material def

Post by zsouthboy » Mon Mar 19, 2007 10:51 am

I get about 5 of these when using Blendigo beta 4.

The materials are most certainly defined, in blendigo itself.

Any suggestions?

Code: Select all

WARNING: material "BlackPlastic" has no indigo material definitions
WARNING: material "CarpetPanel" has no indigo material definitions
WARNING: material "GrayPaintedMetal" has no indigo material definiti
WARNING: material "WallHanging" has no indigo material definitions
WARNING: material "LightCeiling" has no indigo material definitions
WARNING: material "Material.007" has no indigo material definitions
WARNING: material "Material.008" has no indigo material definitions
WARNING: material "Material.009" has no indigo material definitions
I can attach the XML if necessary.
I have about 20 materials defined in blendigo - is it possible that we shouldn't have that many defined (and the script is looking up an index that is the wrong number because of it?)

zuegs
Posts: 380
Joined: Tue Jun 27, 2006 5:46 pm
Location: switzerland

Post by zuegs » Mon Mar 19, 2007 8:10 pm

Hi zsouthboy,
if for you the render comes out correct, so just ignore the warning :wink:
I can't see the reason for this. There is also no limit for number materials, as long blender can handle it. It would be great if you could provide me some more infos... :oops:
do you get the warnings while modeling or while exporting?
are this materials visible in the rendered scene?
all suspects you find :? ?
THX a LOT, zuegs

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zsouthboy
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Joined: Fri Oct 13, 2006 5:12 am

Post by zsouthboy » Tue Mar 20, 2007 2:30 am

I know a bit about the way Blender handles obj data, so I suspected that this was caused by material datablocks that have no owners.

I was correct.

If you have materials in a scene that are not linked to anything, they are of course marked as orphans. Blender doesn't actually DELETE the references until you quit and load the file again.

I'm not sure how to handle this situation - the likelyhood of coming across it is pretty low (but I'm good like that - making bugs happen, haha). I don't think the status of the material datablock is accessible from python, either.

Anyway, just a heads up :)

Wedge
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Location: East Coast, USA

Post by Wedge » Tue Mar 20, 2007 1:04 pm

I noticed the unused materials stay until you reload the blend file like you said.

From what I can see in the exporter from 6t6b1 and is the same in the exporter I work on, materials are grabbed off from the object.

So the exporter does not care what is in your Blender list of materials but only what is applied to an object.

Maybe it could be designed to export all materials, but then you would get materials in your xml file that you were not using, and then also unless you push that button for Blender to save that unused material, it will vanish upon reloading the blend file.

Actually, I think I wrote something like that when I started the 07 exporter script. You had to push that save button on the material so that when you reloaded blender it wasn't deleted. I don't remember too much about it a lot has changed since then.

I always have these extra materials build up in my scene because I always add new material by accident when I go to select one... :)
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