Absolute pathname saved in material preset...
Causam3D
Posts: 216
Hello,
I recently encountered a load error when changing a material preset I had created for one of my products. The error reported was that DAZ couldn't find the texture file, and gave the absolute pathname instead of the relative pathname. I opened the material .duf file in a text editor after extracting it and found that the absolute path was coded into the duf file.
When I saved the product originally, it did not do this using the default material. The default material loaded fine when I loaded the product on to my character model. The error only occurred when I attempted to load a material preset (including, interestingly, the one matching the default material). This means that DAZ decided to pick on my material .duf files. I had to recreate the material presets and re-save them in the Materials folder, after which I verified in notepad that this time, DAZ coded the relative path names instead of the absolute path names, and the error went away.
I seriously doubt that this could be a bug. It's never happened before, and since I would rather not incorporate an extra step into my product workflow, I'm wondering if anyone can shed some light on what I might have done wrong in the first place so that I can understand better.
I'm using DAZ 4.10, and this is not the first product I've created on it.
Thanks in advance,
Causam
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If, when you save a preset, the support assets (textures) are not in a mapped content directory then the absolute path will be used - even if you have moved a copy of the files into a mapped directory in the meantime.
Please don't post links to adult sites such as Renderotica.
Thanks Richard, that must have been it.