question

Valentin Nicolini avatar image
Valentin Nicolini asked ·

Errors loading image in NetworkMaterialEdit

In Katana 3.6v1 i'm getting an error when adding an image node to a NetworkMaterialEdit node and can't render the with the image unless i check "ignore missing texture" which defy the point of what i'm doing.

Here is the error log i'm getting returned :

00:00:12 850MB ERROR | [texturesys] image3:0/root/world/geo/model/LEGO_grp/LEGO_racingCar_02/LEGO_racingCar_02_body/LEGO_racingCar_02_body_54_darkGreyBlock_Sticker/LEGO_racingCar_02_body_54_darkGreyBlock_Sticker53_darkGreyBlock_StickerShape_darkGreyBlock_Sticker:arnoldSurfaceShader: Invalid image file "": ImageInput::create() called with no filename

00:00:12 848MB ERROR | [texturesys] image3:0/root/world/geo/model/LEGO_grp/LEGO_racingCar_02/LEGO_racingCar_02_body/LEGO_racingCar_02_body_54_darkGreyBlock_Sticker/LEGO_racingCar_02_body_54_darkGreyBlock_Sticker53_darkGreyBlock_StickerShape_darkGreyBlock_Sticker:arnoldSurfaceShader: Invalid image file "": ImageInput::create() called with no filename

00:00:12 848MB ERROR | [texturesys] image3:0/root/world/geo/model/LEGO_grp/LEGO_racingCar_02/LEGO_racingCar_02_body/LEGO_racingCar_02_body_54_darkGreyBlock_Sticker/LEGO_racingCar_02_body_54_darkGreyBlock_Sticker53_darkGreyBlock_StickerShape_darkGreyBlock_Sticker:arnoldSurfaceShader: ImageInput::create() called with no filename

Invalid image file "": ImageInput::create() called with no filename


materialkatana
10 |600 characters needed characters left characters exceeded

Up to 5 attachments (including images) can be used with a maximum of 2.0 MiB each and 9.8 MiB total.

Pal Mezei avatar image
Pal Mezei answered ·

Hi Valentin!


Can you please share an example scene so we can take a closer look?


Note, we don't distribute KtoA builds for Katana 3.6 yet. Are you using the KtoA build for 3.5?


Cheers,

Pal.

3 comments Share
10 |600 characters needed characters left characters exceeded

Up to 5 attachments (including images) can be used with a maximum of 2.0 MiB each and 9.8 MiB total.

Hi Pal, yeah sure, here is the scene where i'm facing the issue.
I was pretty sure the latest KtoA version wasn't supporting Katana 3.6 due to this error and weird behavior during LiveRender. Thanks for confirming it though.

KtoA_imageNode_Error.zip

0 Likes 0 · ·
Pal Mezei avatar image Pal Mezei Valentin Nicolini ·

Thank you for the scene, I was able to recreate your issue. I'll let you know once a 3.6 build is available for download.

1 Like 1 · ·

Thanks for the quick answer :) Looking forward to it :)

0 Likes 0 · ·
Pal Mezei avatar image
Pal Mezei answered ·

Hi Valentin!


KtoA 3.0.3.3 was just released, with builds for Katana 3.6. It includes a fix for your issue, though I wasn't able to reproduce the problem on a simplified scene.


Please let us know if this solves the issue and tell us about any further issues you run into with Katana 3.6!


Thanks,

Pal.

1 comment Share
10 |600 characters needed characters left characters exceeded

Up to 5 attachments (including images) can be used with a maximum of 2.0 MiB each and 9.8 MiB total.

Great, imma get it, see how it goes and keep you posted in case the issue is still there.

Thanks for the fix

0 Likes 0 · ·
Pal Mezei avatar image
Pal Mezei answered ·

Hi Valentin!


As I was preparing the 3.6 release, I was looking into your issue to make sure we have a solution and a test in our test-suite to cover for your case, but I was unable to reproduce the problem locally. Can you tell me how you created the "image3" node in "NME_darkGreyBlock_stickers"? Did you use an alpha build of Katana 3.6? Or copied the node from somewhere else?

The problem happens because one of the image nodes store the filename value in a way we don't support currently, in parameters/filename/value instead of parameters/filename. See screenshots.

Incorrect one

Correct one

However, when I'm creating new image nodes in Katana 3.6 using the latest KtoA build, the filename parameter shows up as expected. If I open your scene and replace the image node, it works as expected. I tried loading a KtoA compiled against 3.5 in 3.6, that worked just fine as well. Maybe having the prman plugin and ktoa loaded at the same time is causing an issue?


Cheers,

Pal.


2 comments Share
10 |600 characters needed characters left characters exceeded

Up to 5 attachments (including images) can be used with a maximum of 2.0 MiB each and 9.8 MiB total.

Hi Pal,

No i am not using an alpha build of Katana it was the release build as far as i know (Jordan T. from Foundry sent me the link). About the way i created the node, i created it as usual/like it should (hit tab within arnold context and wrote "image"), no copy/paste.

I'm gonna make a test with the other engines deactivated see how it goes.

Thanks for keeping me in the loop :)

0 Likes 0 · ·

Even with only KtoA loaded, once i change the path, the image node storing logic changes to the wrong one.

0 Likes 0 · ·

Write an Answer

Hint: Notify or tag a user in this post by typing @username.

Up to 5 attachments (including images) can be used with a maximum of 2.0 MiB each and 9.8 MiB total.

Welcome to the Arnold Answers community.

This is the place for Arnold renderer users everywhere to ask and answer rendering questions, and share knowledge about using Arnold, Arnold plugins, workflows and developing tools with Arnold.

If you are a new user to Arnold Answers, please first check out our FAQ and User Guide for more information.

When posting questions, please be sure to select the appropriate Space for your Arnold plugin and include the plugin version you are using.

Please include images, scene and log files whenever possible as this helps the community answer your questions.

Instructions for generating full verbosity log files are available for MtoA, MaxtoA, C4DtoA, HtoA, KtoA, and Kick.

If you are looking for Arnold Documentation and Support please visit the Arnold Support site.

To try Arnold please visit the Arnold Trial page.

Bottom No panel present for this section.