Does Max 2014 Populate create unique names for the texture maps of people? The local maps are different for each instances of people it appears. They are located in the temp directory of each user. So we cannot network render without manually copying all the paths per machine to the network.
Example:
C:\Users\username\AppData\Local\Autodesk\3dsMaxDesign\2014 - 64bit\ENU\temp
female0_1373553815_color.jpg
female0_1373560555_color.jpg
I hope I am wrong.
It would appear that way. There is another thread running for this as well. Hopefully there is an all encompassing answer.
-Greg
Thanks. I hope so, If Populate cannot have proper pathing and naming then I am not sure how is anyone supposed to use this in production. We had to switch back to Max 2012 since Max 2014 sp1 had too many bugs.
Do you have the link to the other thread I could not find it for some reason.
THIS one maybe?
Seriously!! Why introduce a new feature and hobble it so badly from the start.
1 - Apparently no way to change texture paths
2 - No access to the material, therefore cant be used easily with another renderer.
3 - Very little access to character selection and customisation.
It would be nice to have the ability to have the people stop for a road crossing for instance.
Max 2015 have the option to save the texture maps, that make them managable as any other maps for network rendering.
Sounds like I need to upgrade to 2015 ASAP. What genius decided to save these rather important maps into a TEMP directory?!? Honestly, we had considered writing a script to wipe this temp folder location clean just because there eventually ends up being several GB of .tmp files in there on some of our machines. Glad we tabled that one...
Chris Medeck
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when i check "save texture maps" and save the file. I need to reset and reopen for the maps to path correctly to the network. but the moment I submit the job to the network from backburner, it switches the maps back to local. so frustration