Mitch Rosenberg
Forum Replies Created
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Appreciate it. Standing by…
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Appreciate it. Standing by…
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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!
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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!
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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 maxSo 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” {
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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 maxSo 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” {
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Hi, I’m still not out of the woods with this issue.
Its been a couple weeks please. -
Hi, I’m still not out of the woods with this issue.
Its been a couple weeks please.

