Remove hidden image file reference from my model.

When I move my model from one computer to another, Daz on the other computer says it can’t find a certain image file. I looked through the surface properties of the model and cannot find it.

Colors011.jpg from Oso’s Unusual Shaders collection.

I did use one of the shaders from that Unusual Shaders collection on this model. So that’s where the “Colors011.jpg” is from. But I have since then replaced that shader with one from the default resources collection. But that stupid .jpg is still somehow attached to my model, causing “can’t find” errors when I transfer my model to other computers that don’t have the Unusual Shaders collection on them.

So, how do I find this hidden .jpg reference and kill it?

Comments

  • GordigGordig Posts: 10,639

    Are you sure you've removed that map from ALL properties? There could still be a bump map or something hanging around.

  • lukon100lukon100 Posts: 848
    edited August 2020

    No. I am not sure I have removed all maps from the properties. But I have definaltely scanned them visually, looking for such maps - several times.

    I even tried to apply the Uber shader to it, to expose more properties.

    Is there a computerized way to find the image, instead of my having to visually scan those properties?

    Post edited by lukon100 on
  • if you saved the model without compressing it, the duf file will be a basic text file in json format, you can open it in notepad++
    search for the image name and edit it out.

    alternatively if you load it up, skip the errors and then try resaving it as a new model/support asset, that might remove the reference to the image

  • yes, Daz will hold an image..  I've changed a texture image and it still renders with the original and that's without changing to another computer

     

  • lukon100lukon100 Posts: 848

    Ugh!

    Ya. So I edited it out as skinklizzard says how to do. That took so much time deciphering the code and stuff.

    The model only has 4 textures on it. I would have been ahead just re-loading the blank model and re-texturing it from scratch.

    But ya. Daz needs a way to find these burried maps from abandoned residue shaders. That shit can delay my release of a model to the public by days.

  • so only thought about it now, but if you change the property settings to show all hidden ones you should be able to find the map by eyeballing the surface tab.
    it would probably have been in something like a topcoat map or in some other map slot that gets auto hidden when the accompanying strength value is set to 0

  • lukon100lukon100 Posts: 848

    Ya. I think it was a topcoat image of some kind. And when, out of curiousity, I set the topcoat value to no-zero to make the channel appear, it still did not appear.

    I don't know how to change the property settings to show all the hidden ones. I kind of thought clicking on the Uber shader icon did that.

  • barbultbarbult Posts: 26,423

    Map Manager can provide a summary of all maps used and where they are used. Look at this promo.

  • Catherine3678abCatherine3678ab Posts: 8,556
    edited August 2020
    lukon100 said:
    ... edited ... That took so much time deciphering the code and stuff.
    ....edited ...

    7zip, "unzip here" - add .txt to the end. Opens in any text editor. When done editing, resave it as a .duf or whatever.

    Post edited by Catherine3678ab on
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