VrayBmpFilter Map + Asset tracking

Hello Vlado

VrayBmpFilter map are not visible into the asset tracking is it possible to add this into sp3 ???

Best regards…

Yep, I’ve made a note for it.

Best regards,
Vlado

Great news…

Thanks.

Also, i may be doing it wrong, but i am having some annoying issue with repathing the bitmaps with the VRayBmpFilter map: i can read the file name by doing simply theBmpFilterMap.bitmap.filename, but assigning it a new path doesn’t fail, but doesn’t change the path either.
the only workaround i found is to actually LOAD the bmp into a bitmap pointer, and assigning that one to the bitmap in the map.
Needless to say, with many huge dispmaps, this becomes very very slow (not to mention quite memory intensive).
so, to recap:


theBmpFilterMap.bitmap.filename   -- returns, say, "c:/myMaps/myBitmap.tif" 
theBmpFilterMap.bitmap.filename =  "c:/myMaps/myOtherBitmap.tif" --doesn't change the path. to do so i have to type:

(
theBmp = openBitmap theNewFileName  --open the bitmap in max
theBmpFilterMap.bitmap = theBmp  --assign it to the Bitmap property of the map
close theBmp  --close the bitmap just opened
freescenebitmaps()  --for safety, clear unused bitmaps from ram (like the old one in the bmpfilter map)
)

Am i missing something here?
And if i am not, would it be difficult to standardise that file load dialog?

thanks for all the help!

It might be because VRayBmpFilter does not store a filename, but a bitmap type (in the parameter block, the parameter is of type TYPE_BITMAP, not TYPE_FILENAME). Assigning bitmaps should not take any more memory than a single bitmap - 3ds Max never loads the same map twice anyways, it reuses the stored data.

It might be possible to capture the assignment to the filename to work as expected, but I’m not quite sure… I have to check.

The file dialog is actually the standard one implemented by 3ds Max for TYPE_BITMAP parameters, it should be the same one as for the Bitmap texture.

Best regards,
Vlado