SimonJM wrote:LOL, I was just going to post something about this ... I'd had it happen a few times and finally, last night, spotted the floatimage/image issue. Thus far, however, I have not seen a common denominator to indicate why it happens, but will keep checking.
it is an overshooting automatism
when creating mats, the plugin tries to apply texture maps in a way to minimize needed vram and needed texture slots; e.g. if the same map is used as diffuse map and bump map, you would normally (with a static mapping for the channels in the texture setup) get one image node and one floatimage node. this would cost one of the already heavy limited floatimage slots plus extra vram.
best way to apply the map in this case is the "image" type node for both channels (doesn't matter for bump, but will save 1 texture slot and extra vram).
the plugin "reviews" all maps it is going to load, where they are used, and what the ideal type would be; if coming to the limits, it will also prioritize them (color over bw in general, bigger over smaller, then diffuse > opacity > bump > specular...) and so to create as much texture nodes as possible. and it looks like this sometimes causes a diffuse map getting created as floatimage instead as image.
selecting "image" in the texture settings (common tab) is a save way to overcome this, since you usually won't ever use grayscale diffuse maps (except for seldom cases, say a bark, where gray + rgb power might be sufficient)...