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Error appling shader:# Error: line 1: No object matches name: internal_standInSE

Error appling shader:# Error: line 1: No object matches name: internal_standInSE

PixelDeluxe
Enthusiast Enthusiast
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14 Replies
Message 1 of 15

Error appling shader:# Error: line 1: No object matches name: internal_standInSE

PixelDeluxe
Enthusiast
Enthusiast

Hi all,

 

I repeatedly get the following error when trying to assign a VrayMTL shader to geometry:

 

# Error: line 1: No object matches name: internal_standInSE

 

It happens if I try to assign it via the Hypershade via "Attach material to viewport selection", or if I right click on the geometry and attempt to assign the shader that way.

 

However, I can right click on the geometry and assign a new material to it...

 

Would anybody know why this is happening? It's incredibly frustrating!

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Accepted solutions (1)
28,688 Views
14 Replies
Replies (14)
Message 2 of 15

Nadja.Bueckmann
Alumni
Alumni

Hi @PixelDeluxe,

 

do I understand it right that this is only happening when you try to assign a specific Vray Material? Could you please try to assign a Mental Ray or Arnold material to your geometry too see if the error is still occuring?

If yes, did you also try to contact Chaos Group? 

 

Best, Nadja



Nadja Bueckmann

Technical Support Specialist – M&E (3ds Max, Maya)

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Message 3 of 15

mikael.ovesson
Participant
Participant

This happens often also with redshift materials. 

 

My workaround last time it happened was to assign a surface shader, then reconnect the redshift material to the shading group of the surface shader. 

 

EDIT: I think the bug has to do with deleting of shading groups that are assigned, and then trying to assign another shader. But I'm not sure. No time to investigate. 

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Message 4 of 15

froszu
Enthusiast
Enthusiast

Anniversary thread resurrection !

has this been fixed in 2018.4? Because I still get it in 2018.3 (aiStandardSurface and others)

Message 5 of 15

Lindsey_Robbins
Advocate
Advocate
Accepted solution

If you make a material that doesn't have a shading group somehow, (like duplicating an existing one), I believe it throws this error. If you assign the new material to a sphere first, it'll generate a SG, and then it seems to be ok.

Message 6 of 15

PixelDeluxe
Enthusiast
Enthusiast

Thank you (sorry, I've just seen this!), I'll give that a go next time it does it :).

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Message 7 of 15

froszu
Enthusiast
Enthusiast

This is rather a workaround. Issue needs a proper solution.

Message 8 of 15

Anonymous
Not applicable

still happening as of 2018.4, apparently perhaps autodesk wasn't too keen on fixing it this time around.

Message 9 of 15

Anonymous
Not applicable

Can confirm. Still happening. Updated to the most recent version on Mac today (Dec 20, 2018), had same issue.

I attempted to duplicate a material, started getting this error. Checked and a blinn was attached. Sill got the error.

Remade the same material, worked fine.

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Message 10 of 15

Anonymous
Not applicable

The only way I found was to create a new aiStandardHair shader and then connect the existing hair shader that is giving you the error to the new surface shader node. OutColor to Surface shader.fix.JPG

Message 11 of 15

Anonymous
Not applicable

As other mentioned with lack of shading group, this error pops up.  One way I have found to make it work is if you open the hypershade panel up and then drag and drop the shader onto the object in the modeling window, it seems to work.

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Message 12 of 15

toyyoda95
Contributor
Contributor

Still happening in 2019 and yes, I tried all of those workarounds, none of them ever worked for me. Happens with any attempt to duplicate an existing material, and won't apply no matter how I do it or what I put it on, including a new sphere

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Message 13 of 15

Anonymous
Not applicable

Select the object and then open hypershade.  With the object still selected in the viewport, drag and drop the shader you created onto the object.  This avoids the error and assigns the shader to the object.

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Message 14 of 15

jozsef.laszloKWRV6
Explorer
Explorer

Still happens in 2023.1 (with RedShift)
For a solution, I added the new node to the old node tree, duplicated the SG node and connected the new material to it, copied whatever was inside the RedShift tab too.

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Message 15 of 15

laomusic_arts
Advocate
Advocate

Hi!
Here is what I use to solve this warning:
- import the .ma file with the shader

- create an aiStandardSurface an connect the maps/remaps/colorCorrections from the broken shader into it

- apply this "updated version" to an object

- save the scene

- be happy !

 

Hope this helps others !

LAO

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