Relink Bitmaps

501 votes
Date Updated: 
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.




[*] 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:

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



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: 


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colinsenner's picture

I will check this and let you

I will check this and let you know, send me an email at colin(period)senner(at)

weisk's picture

"Ignore Extensions" not working

I am trying to relink all the bitmaps in a scene, replacing jpgs with png. I see you have said that this is what "ignore extensions" is for, but it does not appear to be working for me. I can relink jpg back to jpg, but not to png (of the same name).

I am using 3ds Max 2014 x64.


joqqy's picture
themaxxer's picture

hm... that's a problem. but

hm... that's a problem.
but the models has the "old" paths to the texture, e.g "map1_DIF.jpg". if the map is renamed to "model_map1_DIF.jpg" we need a input field for the wildcard in this example "#model_" as prefix. so relink script has to relink all maps with this prefix, if there is another model with maps without this prefix it's ignored. doesn't that work? you can then restart the script for all other maps...

would be great to have something like that.

best regards

colinsenner's picture

Good idea

I'm pretty sure this is possible. But how would it distinguish between texture-brick-diffuse.jpg and the bump version? As for the editable path there is an easy way. Press ... And paste any path in the bottom edit text field.

themaxxer's picture

is it possible to make the

is it possible to make the search field writable directly?
if so you could copy paste paths directly into it.

don't forget my post before this. :)


themaxxer's picture

hello colin would it be

hello colin

would it be possible to include a "search and rename with wildcard prefix"
I reorganize my models and sometimes a have to rename the textures, then no script is helping to remapping the maps, because the map name doesn't match anymore.

usually I rename the maps with some prefix like the model name e.g. model_01_map_jpg
is it possible to implement a search string as wildcard for remapping such files?

thanks for your effort.

best regards

colinsenner's picture

Yeah Maxxer. I've looked for

Yeah Maxxer. I've looked for this ability in 3dsmax available through maxscript, but it's not exposed to scripting. BUT! There is good news. Max2014 automatically handles this completely, so when you switch, it'll already be taken care of.

themaxxer's picture

is this possible to implement?

hi colin

I use your script every day and I have a question for more features.
is it possible to implement the option for gamma? because the script have to relink the maps I thought it could be possible to change also the gamma on the fly.

here is the option of max...

because some evermotion maps are set to "use image's own gamma" and that's not good!!!!


colinsenner's picture

Just tested with 2014 and I

Just tested with 2014 and I had no problems creating a vrmesh of a teapot, changing the link, and relinking with Relink Bitmaps and had no problem.

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