<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[V-Ray Materials Not Detected by Project Asset Inspector]]></title><description><![CDATA[<p dir="auto">Hi,<br />
I found an issue when creating renderer materials via Python in Cinema 4D.<br />
Redshift materials created by Python can correctly display texture assets in the Project Asset Inspector.<br />
However, V-Ray material textures are not detected by the Project Asset Inspector, even though the textures render correctly.<br />
Is there any extra step required for V-Ray materials to register texture assets properly?</p>
<p dir="auto">Thanks!</p>
<p dir="auto"><img src="https://i.imgur.com/RH8p8Vk.png" alt="alt text" class=" img-fluid img-markdown" /></p>
]]></description><link>http://developers.maxon.net/forum/topic/16410/v-ray-materials-not-detected-by-project-asset-inspector</link><generator>RSS for Node</generator><lastBuildDate>Mon, 11 May 2026 23:45:44 GMT</lastBuildDate><atom:link href="http://developers.maxon.net/forum/topic/16410.rss" rel="self" type="application/rss+xml"/><pubDate>Sat, 09 May 2026 14:26:11 GMT</pubDate><ttl>60</ttl><item><title><![CDATA[Reply to V-Ray Materials Not Detected by Project Asset Inspector on Mon, 11 May 2026 17:52:34 GMT]]></title><description><![CDATA[<p dir="auto">Please also share which version of Cinema 4D you are using, I'll try to have a look this or next week.</p>
<p dir="auto">edit: I briefly checked with <a href="https://github.com/Maxon-Computer/Cinema-4D-Python-API-Examples/blob/master/scripts/05_modules/node/create_redshift_nodematerial_2024.py" target="_blank" rel="noopener noreferrer nofollow ugc">scripts/05_modules/node/create_redshift_nodematerial_2024.py</a> and there, with Redshift, it works and the assets show up in the inspector right away. Which hints at this being an exlusive VRay issue which only can be solved by Chaos.</p>
<p dir="auto"><img src="/forum/assets/uploads/files/1778521810750-c613fbf4-4621-46d8-af96-1253e7df7c6a-image-resized.png" alt="c613fbf4-4621-46d8-af96-1253e7df7c6a-image.png" class=" img-fluid img-markdown" /></p>
]]></description><link>http://developers.maxon.net/forum/post/77152</link><guid isPermaLink="true">http://developers.maxon.net/forum/post/77152</guid><dc:creator><![CDATA[ferdinand]]></dc:creator><pubDate>Mon, 11 May 2026 17:52:34 GMT</pubDate></item><item><title><![CDATA[Reply to V-Ray Materials Not Detected by Project Asset Inspector on Mon, 11 May 2026 13:28:07 GMT]]></title><description><![CDATA[<p dir="auto"><a class="plugin-mentions-user plugin-mentions-a" href="/forum/user/ferdinand">@<bdi>ferdinand</bdi></a><br />
Hi, thanks for your reply.</p>
<p dir="auto">c4d.MSG_UPDATE does not seem to work.<br />
If I manually link the textures, they are correctly detected and displayed in the Project Asset Inspector. However, when importing them via Python, they are not detected.<br />
Redshift and Arnold do not have this issue.<br />
I hope you can help me figure out what might be wrong. Here is my code:</p>
<pre><code>import c4d
import maxon

doc: c4d.documents.BaseDocument 


def main() -&gt; None:
    c4d.CallCommand(1058751) # V-Ray Node Material

    mat = doc.GetFirstMaterial()

    urlTexRust = r"D:\RustPaint0291_M.jpg"  # image path
    
    idTextureNode: maxon.Id = maxon.Id("com.chaos.vray_node.texbitmap")
    brdfMaterial: maxon.Id = maxon.Id("com.chaos.vray_node.brdfvraymtl")

    nodespaceId = c4d.GetActiveNodeSpaceId()
    nimbusRef = mat.GetNimbusRef(nodespaceId)
    if not nimbusRef:
        return
    
    graph = nimbusRef.GetGraph()
    if not graph:
        raise RuntimeError("Could not add graph to material.")
        return

    result: list[maxon.GraphNode] = []
    maxon.GraphModelHelper.FindNodesByAssetId(graph, brdfMaterial, True, result)
    if len(result) &lt; 1:
        raise RuntimeError("Could not find Mat node in material.")
    matNode: maxon.GraphNode = result[0]
        
    with graph.BeginTransaction() as transaction:

        rustTexNode: maxon.GraphNode = graph.AddChild(maxon.Id(), idTextureNode)
        pathRustPort: maxon.GraphNode = rustTexNode.GetInputs().FindChild(
        "com.chaos.vray_node.texbitmap.file")

        pathRustPort.SetPortValue(urlTexRust)

        rustTexColorOutPort: maxon.GraphNode = rustTexNode.GetOutputs().FindChild(
        "com.chaos.vray_node.texbitmap.output.default")

        brdfBaseColorInPort: maxon.GraphNode = matNode.GetInputs().FindChild(
        "com.chaos.vray_node.brdfvraymtl.diffuse")
        
        rustTexColorOutPort.Connect(brdfBaseColorInPort, modes=maxon.WIRE_MODE.NORMAL, reverse=False)
        

        transaction.Commit()

    c4d.EventAdd()
    
if __name__ == "__main__":
    main()
</code></pre>
]]></description><link>http://developers.maxon.net/forum/post/77151</link><guid isPermaLink="true">http://developers.maxon.net/forum/post/77151</guid><dc:creator><![CDATA[Ross]]></dc:creator><pubDate>Mon, 11 May 2026 13:28:07 GMT</pubDate></item><item><title><![CDATA[Reply to V-Ray Materials Not Detected by Project Asset Inspector on Mon, 11 May 2026 08:50:14 GMT]]></title><description><![CDATA[<p dir="auto">Hey <a class="plugin-mentions-user plugin-mentions-a" href="/forum/user/ross">@<bdi>Ross</bdi></a>,</p>
<p dir="auto">Thank you for reaching out to us. Assets in the sense of the Asset Inspector are realized via <a href="https://developers.maxon.net/docs/cpp/2026_2_0/group___m_s_g___s_h_a_d_e_r.html" target="_blank" rel="noopener noreferrer nofollow ugc">MSG_GETALLASSETS</a> in general. For material nodes you have to set <a href="https://developers.maxon.net/docs/cpp/2026_2_0/namespacemaxon_1_1nodes_1_1_n_o_d_e_s_p_a_c_e.html#ae3fdc53359572f71df68a14d8c78befc" target="_blank" rel="noopener noreferrer nofollow ugc">IMAGENODEASSETID</a> and <code>IMAGENODEPORTS</code> on the node space, or directly implement <code>MATERIALMESSAGEHANDLERFUNC</code> (all attributes are in the same namespace). Under the hood, all these Nodes API systems pipe back into <code>MSG_GETALLASSETS</code> and it is the implementer who must realize them,  i.e., Chaos in this case. You as a user cannot do anything about, the asset data is either there or not.</p>
<p dir="auto">I am currently on my Mac where I do not have VRay installed. The main question would be: Does VRay show its assets when you wire up the same materials manually? I think it does, right? You can try sending a <code>MSG_UPDATE</code> to the material holding the graph(s) but that should not be necessary by default(<code>myMaterial.Message(c4d.MSG_UPDATE)</code>). It could be that VRay is doing some black magic with its assets and <code>MATERIALMESSAGEHANDLERFUNC</code> which is not correctly setup when you programmatically create graphs. But that (a) strikes me as a bit unlikely and (b) only Chaos can help you with that.</p>
<p dir="auto">VRay is as a third party plugin generally out of scope of support, so their support is your best shot. But when you share your code and a scene, I can have an informal look as what is going wrong there (but it might take a week or so before I get to it).</p>
<p dir="auto">Cheers,<br />
Ferdinand</p>
]]></description><link>http://developers.maxon.net/forum/post/77148</link><guid isPermaLink="true">http://developers.maxon.net/forum/post/77148</guid><dc:creator><![CDATA[ferdinand]]></dc:creator><pubDate>Mon, 11 May 2026 08:50:14 GMT</pubDate></item></channel></rss>