Relink Bitmaps

501 votes
Version: 
2.11
Date Updated: 
10/03/2020
Author Name: 
Colin Senner

 2.11 Changelog:

  • Fixed bug where Relink Bitmaps wouldn't launch
  • Fixed bug with 'Search Max File Path' option
  • Resizable missing bitmaps window (finally)

2.10 Changelog:

  • Added support for FStorm Render - Bitmaps/Lights/Proxies, thanks to Nikita Gushchin!
  • Fixed the "$directory not recognized" error
  • [NEW] Option to automatically search the Max scene directory

2.09 Changelog:

  • CoronaBitmap / CoronaProxy / CoronaLight support added (this didn't get added to 2.08 even though I meant it to).
  • Changed the functionality of the read-only browse (because I didn't like how I did it last verison)
  • Fixed the stupid error with the "RemindMe=" bug that users experienced when they pressed "Remind Me in a week"
  • Octane render is still impossible for me to support at the moment, they handled filenames strangely.  Contact them if you want support added, my forum name on their forums is colinsenner.

2.08 Changelog:

  • Corona Render fully supported
  • Browse buttons are Read-only share friendly
  • Attempted to support Octane Render, but the way they are exposing their custom map types like Image_Texture are not in line with any other plugin I’ve seen, if you want Octane support, it’d be best to contact them on their forums or email directly to help me resolve the issue, they were unhelpful when I attempted to contact them to resolve this.  My forum name on Octane forums is colinsenner.

2.07 Changelog:

  • Point Cache files are now supported
  • Fixed ‘directory not recognized: $’ error
  • Long overdue change to the way missing bitmaps are displayed, they are now displayed filename first, as requested by 100s of you.  Sorry this took so long.

Relink Bitmaps is a script to easily relink all missing files (Bitmaps, VRayMeshes, Mental Ray Proxies, VRayHDRI, IES, etc) when they change directories or when you move computers, check out the short video tutorial below for more detailed information.

Unlike some other scripts of its kind, this is free!  There is a small donation link within the script if you choose to donate, I will remove the nag.  It is a simple licensing system, that does not force you to transfer network cards or be connected to the internet and will work with all versions of Max that are supported by the script.  If you choose to donate I'll be more than happy to license multiple computers as well.

 

Screenshot  

Features:

[*] All 3dsmax supported Bitmap Texture types
[*] (new) Relinks Mental Ray Proxy files
[*] (new) Relinks VRay Proxies (.vrmesh)
[*] (new) Relinks VRayHDRI files
[*] (new) Relinks IES files (including VRayIES files)
[*] (new) Automatically checks for script updates and new versions
[*] 250% speed increase from previous versions
[*] Command-line mode available for automating repetative tasks (see documentation on the website)
[*] Configurable default user options saving button clicks and wasted time

 

 This script will also automatically check for more recent versions of itself if you are connected to the internet and will let display the changelog so you can see what new features were added. 

 

Relink Bitmaps webpage:

http://www.colinsenner.com/scripts/relink-bitmaps

Supported Max versions (32-bit and 64-bit): Max 2012, 2011, 2010, 2009, 2008, Max 9 (service pack 1+)

Best,
Colin 

 

Additional Info: 

(Watch the video for more detailed instructions for usage)

1. Run the .mzp file (Self-installing file)

2. In Max goto "Customize -> Customize User Interface -> Toolbars tab -> Category: ColinScripts->Relink Bitmaps" and drag "Relink Bitmaps" to a toolbar, click to run.

Version Requirement: 
3dsmax 9 (service pack 1+) - 3dsmax 2017
Video URL: 

Comments

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colinsenner's picture

Always welcome, look for a

Always welcome, look for a complete re-write in the next few days, good stuff in store.

-Colin

hubert's picture

thanks for preventing me

thanks for preventing me from going crazy

colinsenner's picture

Max 2010 Version uploaded,

Max 2010 Version uploaded, please report found bugs to me via email, have a great day!

colinsenner's picture

No problem at all. Thank

No problem at all. Thank you for your kind words.

Regards,
Colin

tomrider75's picture

Thanks to the hot tips and

Thanks to the hot tips and works u hv done.
I'm sure all the maxxers really njoy with this cool
tips/tool.

thanks. :)

colinsenner's picture

Unfortunately Maxscript

Unfortunately Maxscript doesn't provide much access to memory routines etc. I'm not exactly sure what is staying in memory as the list of missing map files uses very very small memory.

What you're probably seeing is max's loading of bitmaps in the viewport (which is usually very sizable) and while the script is running, it is continually clearing out those maps of memory which is appearing as a drop in your memory usage, and then when it finishes it goes back up because max has to reload the maps for the viewport again. For next release it will be smoother and should use less memory, but we'll see.

To improve the script execution speed find this line in the test 1.15b

local increment = 150 -- every n maps GC()

and change the increment to be higher, forcing a GC() and a FreeSceneBitmaps() less often. I set it very low to make sure it worked, but you can tweak this to make the script run faster by not forcing a garbage collect quite as often.

Good luck,
Colin

ztravnicky's picture

The beta version works very

The beta version works very well and relinking (dumping) is nice and smooth, now. You ROCKS! ;)
Yet, two small notes about dumping. I noticed that the list of missing maps (or some DATA) stays in memory also, which cause increment at the end of relinking process when the scene is checked again. At the end, when the script is closed (dialog), data stays in memory as well. Some "manual button" for flushing out data could help.
Anyway, thanks for your efforts... looking forward to release 2.0 ! ;o)

Zbynek

colinsenner's picture

Ok, got it, seems to work

Ok, got it, seems to work just fine. Use this version until I rewrite the entire script for 2.0 (coming soon)! Check back soon, let me know how it works.

-Colin

AttachmentSize
Relink Bitmaps v1.15b_TEST.ms 30.06 KB
colinsenner's picture

I have never heard of any

I have never heard of any users having this problem, perhaps there are some. I can make a quick work around and upload it today forcing a Garbage collection to take place every 500 maps or so, which should relieve you of your RAM. However, I really don't know how it might adversely affect anything clearing the ram, it might even make the script inoperable or it might really do nothing at all. Either way we'll try. I'll upload a "TEST" version with your name to the site in 5 minutes to see if we can remedy the problem.

Please note: please save before using the test version as it might not work as expected, but it really should work just fine (just slowly). We'll see, download it and let me know how it goes. And as always please give me a vote if it works :)

-Colin

ztravnicky's picture

Hi Colin, I have tested your

Hi Colin,
I have tested your script for my issue and I would like to give you some idea for "big" improvement.
I'm facing scene with cca.1700 maps and because of the situation I have to re-link all bitmaps.
The problem is memory allocation (RAM). With such huge amount of maps, 3dsmax is reaching maximum usage of RAM. When I hit re-link button, at the end when the progress status says it is relinking, the memory starts going up until 3dsmax crashes. The default bitmap collector does the same, except it doesn't crash. Unfortunately the scene is not possible to save, because of the usage of RAM again.. 3dsmax crashes.
Do I have any chance, that you "upgrade" your script? The case is increasing memory usage when proceeding. I think, some dumping after each or some amount operations would be great not just for me ;o)

In other ways the script looks GREAT!

Zbynek

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