Hello,
During our production we are using very large textures. These are taking soo much time to load in each time we open a 3ds max file.
So we would like to use a proxy system for textures.
Max offers a proxy system in the asset tracking under "bitmap performance and memory"
But does not seem to give the perfect solution for shared textures for all users of the project.
Also options and documentation is lacking...
Do you know any other good solution for handling this problem with huge texture sizes?
I started to script some stuff together. But problem is that I can not change texturepaths before max loads everything.
Thanks!
Replies
My only solution to this in the past has been to have an alternative folder of lower res/collapsed textures that you can point at via the asset manager whlie you're working.
So change them before people save it? You can have a callback running for everyone that hooks into the PreSave: you should be able to write something non-intrusive that fixes up files before they are saved.