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Missing Vertex Attributes

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Created03.12.2018 15:40


Toni Rolland (Gunthaa) 03.12.2018 15:40
Hello,

I searched in many Forums for solution but I did'nt get any answer for these faults.

The Editor tells me, when I want to assign Shader Parameter "Decals" or "staticLight" that my shape is'nt provied to do this. I don't know what this could mean.

Error for "staticLight":
The current Shape does not provide the following vertex attributes by the current material: COLOR

Error for "Decals":
The current Shape does not provide the following vertex attributes by the current material: TEXCOORD1

How can I fix this? If I assign the vehicleShader in Maya directly the Mesh is invisible.

Regards

Andrei Sprinseana (xsenio) 04.12.2018 08:50
Greetings, I have the same mistake, I wrote several posts below, until no one answered my question. Either no one knows or do not want to answer.

Anthony Queen (tqueen113) 07.12.2018 00:13
I have asked this several times myself and get no response, they must want to keep it a secret!

Anthony Queen (tqueen113) 07.12.2018 00:34
I have asked this several times myself and get no response, they must want to keep it a secret!

David Brown (mrscsi) 07.12.2018 20:54
OK maybe I can shed some light on it... I got it trying to put a normal from substance painter on a shape just exported from MAYA or max without a normal. SO I am gonna guess here and say that if you see it with shaders then it is more than likely that the shader needs to be assigned in the maya exporter to the model and THEN exported for it not to error...

Like I said that solved that error for normals anyway

Anthony Queen (tqueen113) 08.12.2018 13:03
I tried assigning shaders in Maya before exporting as well and it seems to work.


Josef Vojtek (Azaret) 10.11.2019 11:19
Maybe late, but you need write uv1="true" to vertex for decals shader parameter...

Fredrick Fox (moogle4u) 12.11.2019 02:33
I work in Blender primarily, but maybe this will help point you in the right direction?

For "staticLight" or other light shader parameters that require vertex attributes, this is achieved by using the vertex painter to paint the mesh.

For taillights on a vehicle, using vertex painter on the taillight mesh(s) I would paint red, orange, and white. This will make the corresponding items light up as red (stop), orange (turn), and reverse (white) when activated in-game.

Also, you will want to place them in the correct area on the UV matrix and assign color in GE (PBR/UDIM stuff).

Turn Lights (Orange) - U2V-2
Turn Lights (Red) - U3V-2
Steady Lights (Red) - U3V-1
Steady Lights (Orange) - U2V-1
Steady Lights (White) - U1V-1

This is just what I use and it seems to work without errors. You will have to adjust the color and darkness of the paint to get the look you want. Was a lot of trial and error for me.

Gabor Pasti (pastig) 08.12.2019 11:05
Have you ever found a solution to the problem? Because I have this problem too. :(

Appie Neef (apneef10) 22.01.2021 19:55
For those who need info:
i found this video:

https://www.youtube.com/watch?v=2P8owzopEps


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