Finding the assets with missing materials files
![stitlown](https://farnsworth-prod.uc.r.appspot.com/forums/uploads/userpics/316/n618JFXN4PJ5K.jpg)
Hi all,
I'm doing some asset recovery work across multiple programs and in the process, assets end up in D|S with some textures in non-standard (ie /runtime/textures/) libraries. I manually copy the textures into /runtime/textures/ and then work through the surfaces tab to re-assign the maps (typically diffuse and bump/displacement) to their new, more orthodox home. But sometimes, I don't get it all right and on the next load of the scene I get the missing files messages.
All that is good as, if they are the textures I wanted, I can located them, save and all is fixed.
But if for some reason, I no longer want to use a missing texture (in fact was not expecting it to be needed), and if I skip locating it, I'm not aware of any way to easily locate which object had the redundant texture (ie other than by trawling through all the surfaces of all the objects). Is there any way to quickly find which objects use a particular texture map if you know the map name?
Cheers, Lx
Comments
Nice one. Never thought of that. Had to work out first I had compressed files but, that done, I have 971 .jpg references and 7 .png references to explore.
Thanks
A useful NPP workflow was:
In all the legit stuff, this gave me 3 redundant references and the map file names.
Going back into the .duf file in NPP you can find the underlying object id / name / label etc.
But that only gets me so far. I managed to find 2 of the three maverick maps' object in the Studio GUI - but the otherhas proved totally elusive.
Is there anyway to select an object by the .duf id? ... eg
"id" : "inscription-3",
"url" : "#inscription-1",
"geometry" : "#geometry-102",
"groups" : [ "inscription" ]
What turns up in the GUI scene tab / node sub-tab is related to this .duf information but not identical.
Thanks DMP - I'm sure it will.