Hi all,
I'm texturing a number of objects, when I merge the textured objects toghether, I get the ‘a miss-match of attributes was detected’ yellow error and the textuirng of certain merged objects messes up. I was told by a friend previously to rectify this error to use an attribute SOP to delete the attributes before merging to solve this miss-match problem, but if I do this in this case my texturing is lost. I've tried deleting selected attributes but this does not solve the problem.
The attributes on my problem geometry are:-
1 point attribute uv
4 primitive attributes shop_mi_material, ogl_shop, shop_ri_surface, shop_vm_surface
Thanks for any help on this.
Texturing messes up when merging with other geometry
4215 4 1- Dean_19
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- wolfwood
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- JColdrick
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What's happening is that you have 2 or more streams of data you're merging, some have certain attributes assigned to them, some don't. As a convenience, Merge warns you when you're mixing multiple streams of data into one in this case, to help with debugging problems(e.g. down the line you see uv's in the data, assume everything there has them, then become perplexed when things don't map properly on some of the data). It's a really useful warning, will save your bacon when things don't go as expected.
Wolfwood's suggestion was to add attributes to the incoming stream that's missing them rather than deleting(the useful, in this case) attributes from the ones that do. Any attribute mis-match(not just uv's, but all the attributes you mention) will give a warning. If you know what's going on, it still “works”, it is just a warning not an error(warning = yellow, error = red), but it's good form to match up attributes when making data stew. You know better than I which of those attributes you really need(for instance, you won't want some data with shader assignments and some without, unless you're going to stamp all over that later on down the line). Personally, I would use the standard SOPs that assign these attributes to add them rather than the Attribute SOP(for example, UVTexture, Shader…), but you can manually, but carefully mimic them in Attribute.
Cheers,
J.C.
Wolfwood's suggestion was to add attributes to the incoming stream that's missing them rather than deleting(the useful, in this case) attributes from the ones that do. Any attribute mis-match(not just uv's, but all the attributes you mention) will give a warning. If you know what's going on, it still “works”, it is just a warning not an error(warning = yellow, error = red), but it's good form to match up attributes when making data stew. You know better than I which of those attributes you really need(for instance, you won't want some data with shader assignments and some without, unless you're going to stamp all over that later on down the line). Personally, I would use the standard SOPs that assign these attributes to add them rather than the Attribute SOP(for example, UVTexture, Shader…), but you can manually, but carefully mimic them in Attribute.
Cheers,
J.C.
John Coldrick
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