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 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.

colinsenner's picture

Updated with your suggestion

Updated with your suggestion Britt and hopefully the new find tool will help you as well S-ed!


colinsenner's picture

Upon next update S-ed you

Upon next update S-ed you will be able to find the bitmaps very easily by using the functionality I'll be adding that lets you type in a map name "bla-bla_x.jpg" or type in a path name "C:\" and it will populate your material editor with the materials the map is assigned to or dependent on!

I've been using it in production for a few days now and its really helped me fix map issues quickly and efficiently.

Hopefully this will solve your woes, also I'll check on Britt's hidden map stealth "feature" and do my best to address that.


S-ed's picture

Yep, that's it, thanks

Yep, that's it, thanks Britt. =P

Maybe add, show "dependend objects" function. Its useful when open someones scene, and there is no one(or some) bitmap.
Missing: C:\Textures\proj001\test_a.jpg
Object: Tree_01_trunk
Missing: C:\Textures\proj001\bla-bla_x.jpg
Object: Tree_01_leaf_045
It's hard to find it though mat browser, sometimes scene consist of hundred mats.

colinsenner's picture

Yuck, I'll look into that

Yuck, I'll look into that and look forward to the update sometime next week. Always looking for great new ideas!

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