Relink Bitmaps

501 votes
Date Updated: 
Author Name: 
Colin Senner

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.


[*] 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

Relink Bitmaps webpage:

Supported Max versions: Max 2018+
(Older versions should work, but are not supported moving forward)



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: 
Max 2018+
Video URL: 


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fajar's picture

is it possible for you ?? is

is it possible for you ?? is it so that hard to make !!!

but i'll say thank again!!

fajar's picture

~This script is nice ,

~This script is nice , efficient , good and fast too! I would say this script is A rank level and thank`s alot, very helpfull!

~Hey ,Colin can you add some feature like...ehhmmm...relink vrmesh file ,relink ies file ,or mentalray proxy file .it would be more nice.

~far more future feature is may be you can add feature relink and collect to specifik folder so just like bitmap collector in soulburn script.Though it was just my dream couse I can`t write script!

colinsenner's picture

oh yuck that would be

oh yuck that would be painful, I'll definitely add a command line option, besides the current variables do you need any more functionality?

vsai's picture

Colin, If you do go the way

Colin, If you do go the way of  a struct, could it be possible to add a way to use the script without the UI.. for example.


relink_bitmaps.replace_maps dir:"\\path\" recursive:true

That would allow using it in a semi 'automatic' fashion. I've sort of rigged this up in an older version you had posted that i'm using here as a 'post-open' script for catalogging a bunch of maxfiles.(But in the process pretty much destroyed the ui hehe)

I know thats a bit of a pain though, requiring changing all of the rlt_Search.Chk's and whatnot into variables that are passed into the function instead of how they are now

On the plus side! I'm Learning a fair amount from taking apart your code bits, thanks for sharing :D

colinsenner's picture

I haven't used pflow much,

I haven't used pflow much, I'll investigate. Thanks Britt!

brittnell's picture

Hey Colin, I've got another

Hey Colin,

I've got another "weird" place for you to look for those sneaky bitmaps...  

Today we encountered a scene where local (c:) bitmaps were used by an artist in a PFlow Particle Age shader.  Had to open up Particle View in order to find them.

Just like the Unwrap UVW issue, they post a "missing" notificacation on scene-open, but are not visble to Relink Bitmaps.

How come I always get the "fun" ones?  ;)



colinsenner's picture

Good idea and certainly

Good idea and certainly better form! Many thanks.

dandg's picture

Hi Colin, First off thanks

Hi Colin,

First off thanks for giving the script away it solves a problem that allot of studios have. One thing that could be quite good would be to unify all those functions that are currently in global space into a single struct so that only it was in global space. Just my two cents..


David Mackenzie
Pipeline TD

colinsenner's picture

Always Britt, let me know if

Always Britt, let me know if you run into anything problematic, or have any ideas for enhancing your workflow.


brittnell's picture

AWESOME! Thanks again



Thanks again Colin.

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