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Max 2014 Populate map paths unique

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Message 1 of 12
jneilon
3625 Views, 11 Replies

Max 2014 Populate map paths unique

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.

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11 REPLIES 11
Message 2 of 12
hamilton3d
in reply to: jneilon

It would appear that way.  There is another thread running for this as well.  Hopefully there is an all encompassing answer.

 

-Greg

Message 3 of 12
jneilon
in reply to: hamilton3d

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.

Message 4 of 12
Doughboy12
in reply to: jneilon

THIS one maybe?

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Message 5 of 12
hamilton3d
in reply to: Doughboy12

Yes, thanks Doughboy, that's the one. I have not tested yet but has anyone been successful with straight network rendering (no DBR) using Populate and Vray?
Message 6 of 12
StevenBrodie6063
in reply to: jneilon

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.

Message 7 of 12
jneilon
in reply to: jneilon

Can anyone confirm if they fixed this in SP3?
Message 8 of 12
im.thatoneguy
in reply to: jneilon

I can confirm this is *not* fixed in SP3. 

Message 9 of 12
jneilon
in reply to: im.thatoneguy

Has this been fixed in Max 2015 SP1?

Message 10 of 12
DanielCantin
in reply to: jneilon

Max 2015 have the option to save the texture maps, that make them managable as any other maps for network rendering.



Daniel Cantin
QA, 3ds Max
Entertainment Creation Products, DCP
Message 11 of 12
CAMedeck
in reply to: DanielCantin

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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Message 12 of 12
iancamarillo
in reply to: DanielCantin

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

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