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Activity Forums RE:Vision Effects RE:Map and 3ds Max 2014 (Set up Problem)

  • RE:Map and 3ds Max 2014 (Set up Problem)

    Posted by Mitch Rosenberg on February 3, 2014 at 11:33 pm

    Dear Smart People,

    I just bought Re:map for 3ds max 2014.

    The set up guide for Re:Map utilizes 3ds max 2011 for guidance of modifying a specific shader folder.
    My problem is that 2014 does not show that folder to be anywhere so I can’t set up for a UV multi pass properly. Not finding what I’m looking for in either Mental Ray or VRay.

    Any wisdom passed here would be very much appreciated.
    Thanks! ~mitch

    Below is said text from the set up for 3ds max 2011.

    -Mentalray: In mentalray there is a dedicated map to create a uv pass. The problem is that from 3dsmax 2011 and later versions this map is hidden to user, to show again you need to find and edit “3ds max shaders” archive you can find in: C:\ProgramFiles\Autodesk\3dsMax2011\mentalimages\shaders_standard\mentalray\include

    Open with notepad and put “#” in front of “hidden” just after gui “gui_max_base_UVGenerator” {

    Mitch Rosenberg replied 12 years, 3 months ago 2 Members · 15 Replies
  • 15 Replies
  • Pierre Jasmin

    February 3, 2014 at 11:38 pm

    let me ask someone else (not a pro at it either)
    and come up with proper instructions

    Pierre

  • Mitch Rosenberg

    February 24, 2014 at 9:45 pm

    Hi, I’m still not out of the woods with this issue.
    Its been a couple weeks please.

  • Pierre Jasmin

    February 24, 2014 at 9:53 pm

    I thought I did, don’t know where my post went

    Again: You need to use the path
    C:\Program Files\Autodesk\3ds Max 2014\NVIDIA\…
    instead

    Pierre

  • Mitch Rosenberg

    February 24, 2014 at 10:13 pm

    No worries mate.
    This plugin will rock my world once we get it working.

    Any documents I have on installing RE:Map takes me to the “include” folder.
    There is a a bit of communication gap with installing RE:Map for 3ds Max 2014 and we are here to close that gap.
    Below are screenshots within the “include” folder because I have no clear instruction of where to go from there. Also below is a paste from Eloi’s site on installing meant for an older version of 3ds MAX.

    Thanks Pierre!

    From Eloi…
    Exporting uv maps from 3ds max

    So the setup in AE is very easy, but how we setup and render this uv’s inside 3dsmax? We need to know how to apply our material and setup the render, map our objects, how to and finally how we save this images, here we go!:

    Render Setup and materials

    We will look how to do this in mentalray and in vray with dedicated maps:

    -Mentalray: In mentalray there is a dedicated map to create a uv pass. The problem is that from 3dsmax 2011 and later versions this map is hidden to user, to show again you need to find and edit “3ds max shaders” archive you can find in: C:\ProgramFiles\Autodesk\3dsMax2011\mentalimages\shaders_standard\mentalray\include

    Open with notepad and put “#” in front of “hidden” just after gui “gui_max_base_UVGenerator” {

  • Pierre Jasmin

    February 24, 2014 at 10:24 pm

    You don’t install RE:Map for 3DS Max
    You install it for AE or Fusion or Nuke…

    The instructions are for exporting a UV pass out of mental ray (making it visible in Max UI)

    Pierre

  • Mitch Rosenberg

    February 24, 2014 at 10:48 pm

    Yes. Thanks for the correction. What I want to say is that.

    I am trying to find the Shader to edit in the “include” folder.
    Currently I have no UVgenerator in my Material Editor in 3ds until we find and edit that Shader.
    Until I’m resolved I can’t do a UVPass snap shot from Mental Ray that I can bring into AE.

    By all means correct me if I’m wrong. Just want to solve this.

    Thanks!

  • Pierre Jasmin

    February 25, 2014 at 3:52 am

    I asked my friend at Autodesk, more when I get an answer

    Pierre

  • Mitch Rosenberg

    February 25, 2014 at 2:34 pm

    Appreciate it. Standing by…

  • Pierre Jasmin

    February 26, 2014 at 1:52 am

    No news yet here, maybe you could cross post your question to the 3dsmax forum
    https://forums.creativecow.net/autodesk3dsmax
    It’s more likely to be monitored by someone at Autodesk

    Pierre

  • Mitch Rosenberg

    February 26, 2014 at 5:12 pm

    OK I’ve posted there.
    PLease chime in if there is anything about my wording that seems off in describing the problem.

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