I am working on a GH solution that places a number of kinds of mesh objects at points in a model and bakes them. I have taken the mesh objects, captured them in Mesh data components and internalized them so then can be placed as needed. That works fine.
But some of them were designed in Rhino or other 3D software to use Custom Materials with jpg texture maps, like wood grain or fabric weave or even faces & clothing. Is there a way to capture those Special Materials and internalize them in a GH component that can be fed as a materials Attribute to a Bake component?
I thought I achieved this when I took a Shader component and used Set One Material to choose the Materials file for the object (which was open in Rhino at the time) and internalized it. But when I open a new document and try to use that Shader object it shows up in the Panel list as ‘Referenced Material ()’. What am I doing wrong?