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    Ghost Materials Show up when rendering via DR

    Scheduled Pinned Locked Moved V-Ray
    renderpluginsextensions
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    • I Offline
      idorenderings
      last edited by

      Hi, I have been DR and never had an issue. Now out of nowhere every time I set to DR 2 materials show up out of nowhere with paths I do not recognize. It is strange because when I render from Local Machine these paths never show up. I am baffled 😒

      How do I remove these paths from the scene? They are not on the material windows or in any path I revised through the Ruby Console.

      Preparing renderer...
      Preparing scene for rendering...
      [RenderView] startCameraTime=0.000000, endCameraTime=0.033333
      [RenderView] numCameraTMs=2, numFrames=1, frameSamples=2
      Creating bitmap manager
      Initializing built-in VFB.
      [RenderView] startCameraTime=0.000000, endCameraTime=0.033333
      [RenderView] numCameraTMs=2, numFrames=1, frameSamples=2
      Starting DR 2
      dr host: 192.168.0.15:20211
      dr host: 192.168.0.111:20211
      Connected to render host 192.168.0.15:20211
      Connected to render host 192.168.0.111:20211
      Using 2 hosts for distributed rendering.
      Preparing camera sampler.
      Preparing scene for frame...
      Bitmap file
      ALL MATERIALS LOAD HERE FINE.
      Compiling geometry...
      Bitmap file "C:/Users/MiamiStation1/Downloads/1864-bump.jpg" loaded.
      Bitmap file "C:/Users/MiamiStation1/Downloads/WOOD_TRUNK_BUMP.jpg" loaded.
      Bitmap file "C:/Users/MiamiStation1/Downloads/WEAVE_BUMP.jpg" loaded.
      Bitmap file "C:/Users/MiamiStation1/Downloads/waterpool/waterpool/01_DISP.jpg" loaded.
      Preparing ray server.
      Creating and initializing 4 thread(s).
      Allocating memory for build data of 3322150 faces (26577200 bytes, 25.3 MB).
      Initializing face build data.
      Creating 'done' event.
      Starting first thread.
      Waiting for thread completion.
      Releasing thread resources.
      SDTree statistics:
      Total number of faces stored: 3322150
      Max tree depth: 56
      Average tree depth: 26.3353
      Number of tree nodes: 1096435
      Number of tree faces: 9189207
      Number of tree leafs: 495046
      Average faces/leaf: 18.5623
      Memory usage: 316.24 MB
      Scene bounding box is [-1308.59,-1745.91,-41.7623]-[460.89,-267.617,207.556]
      Preparing direct light manager.
      Preparing global light manager.
      Irradiance sample size is 84 bytes
      Photon size is 56 bytes.
      Light cache sample size is 120 bytes.
      Building light cache.
      Tracing 2250000 image samples for light cache in 4 passes.
      Setting up 4 thread(s)
      Light cache time interval is (0.000000, 0.000000)
      Light cache time interval is (0.000000, 0.000000)
      Light cache time interval is (0.000000, 0.000000)
      Light cache time interval is (0.000000, 0.000000)
      Bitmap file "C:/Users/MiamiStation1/Downloads/BUMP_WOOD.jpg" loaded.
      Bitmap file "C:/Users/MiamiStation1/Downloads/Texture 03_bump.jpg" loaded.
      Bitmap file "C:/Users/MiamiStation1/Desktop/DESKTOP DROPBOX/MICHAEL HERNANDEZ/MICHAELS DOCS/VRAY ELEMENTS/HDRI/VizPeople_Free_Spherical_Skies/vp_sky_v3_047-EDITED_MIAMI_01.jpg" loaded.
      Bitmap file "C:/Users/Alex/AppData/Local/Temp/VfSTextureCache/ac_o escovado mapa.jpg" failed to load: [LoadImageFile] Failed to open file: no such file
      Bitmap file "D:/SKETCH UP/cd grobog/Vray for sketchup materials (vismat)/Disk 1/SKETCHUP MATERIALS 3/Metal/Piel .jpg" failed to load: [LoadImageFile] Failed to open file: no such file

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      • TedVitale_CGT Offline
        TedVitale_CG
        last edited by

        Please email support@chaosgroup.com with this issue.

        Ted Vitale
        Owner | Creative Director
        http://www.voxl.vision

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