Can't render and create VDM texture blender error #105028
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Reference: blender/blender-addons#105028
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System Information
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: Intel(R) HD Graphics 520 Intel 4.6.0 - Build 31.0.101.2111
Blender Version
Broken: version: 4.0.1, branch: blender-v4.0-release, commit date: 2023-11-16 16:40, hash:
d0dd92834a08
Worked: (newest version of Blender that worked as expected)
Addon Information
Name: VDM Brush Baker (1, 0, 2)
Author: Robin Hohnsbeen
Short description of error
I made my VDM texture, but an error screen appears when I click the "Render and Create VDM Brush" button, making it impossible for me to finish and be able to use my texture.
Exact steps for others to reproduce the error
Render and Create VDM Brush
a temporary new material is createdPython error
Can't render and create VDM blender errorto Can't render and create VDM texture blender errorRelated to the following issues as well:
#104847
#104853
I am not able to reproduce the problem locally.
Thank you for reporting this issue, @Liany.
I have found the steps to reproduce the bug and have edited the description in the report to include these steps.
The steps might need to be simplified, but for now, I can confirm the issue.
@robin.hohni ^
Note that an error also occurs if the translation of data is enabled and the material couldn’t be created properly. From the screenshots, it looks like a Portuguese translation is being used.
For this specific case, this would fix the temp material creation:
Thanks for the report! I will look into it.
@pioverfour Very good points thanks! I didn't think other languages could create any problems.
The addon needs the nodes inside the material so they shouldn't be touched. :D I left it in the file since I didn't want to recreate it every time a user creates a new brush. And the material can't be locked. So one solution would be to just recreate it once used.
Made a PR. Hopefully, I configured everything correctly. Somehow it lists all commits of my branch but the changelog seems to be correct. Anyway, I addressed the issues mentioned here. :)