This MAXScript collects all of the bitmaps in your scene, converts them to mental ray .map files, places them into a directory of your choice, and replaces all bitmap textures with a 'mib_texture_lookup2' shader containing the new .map files.
If the backup option is checked, the script automatically saves a backup of your file (filename_backup.max), and when it has finished converting the bitmaps, automatically saves a new copy of the file (filename__mr_maps.max).
The 'Update Scene' option converts all bitmaps and then replaces all of the bitmaps with a mib_texture_lookup2 shader containing the .map file.
If you save the maps to a network drive, you also have the option of converting the mapped path to a UNC path.
If you notice that some bitmaps aren't being converted, it is probably due to the file format of the bitmap. For example, imf_copy doesn't like LZW-compressed TIF files.
- adds support for converting paths to UNC paths
- first release
Most importantly, you need the program imf_copy.exe from mental images.
imf_copy comes with XSI and Maya, but not with Max.
There are however learning versions of both XSI and Maya, both of which include imf_copy.
You also need to make a change to your base.mi (in maxfolder/mentalray/shaders_standard/include).
First of all make a back-up copy of your base.mi file before making the change!
Then search for the text 'gui "gui_mib_texture_lookup2" {' and then put a hash (#) in front of the word 'hidden'
Click here for the script. (4 Kb)
Put the script in your Scripts folder.
Start Max, and in the MAXScript menu click on 'Run script...' and select 'MapConverter_11.ms'
When you are ready to convert your maps, you can find the converter in the Utilities tab under MAXScript.
If you find any bugs, just send me a mail
As far as I know, this script won't do any damage to you, your computer, or your Max installation, but I can't guarantee anything. If something should go wrong, I'm sorry, but I'm not liable. It's free, after all!