<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: Missing/Rogue Materials in 3DS Max Scenes</title>
	<atom:link href="http://blog.cunnington.co.za/2008/06/03/missingrogue-materials-in-3ds-max-scenes/feed/" rel="self" type="application/rss+xml" />
	<link>http://blog.cunnington.co.za/2008/06/03/missingrogue-materials-in-3ds-max-scenes/#utm_source=feed&amp;utm_medium=feed&amp;utm_campaign=feed</link>
	<description>3D Artist &#124; 3D Visualisation &#124; Graphic Design</description>
	<lastBuildDate>Sat, 27 Feb 2010 08:47:22 +0200</lastBuildDate>
	<generator>http://wordpress.org/?v=abc</generator>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<xhtml:meta xmlns:xhtml="http://www.w3.org/1999/xhtml" name="robots" content="noindex" />
	<item>
		<title>By: Delete All Missing Materials &#38; Texture Files from Scene &#171; Game Development Journal</title>
		<link>http://blog.cunnington.co.za/2008/06/03/missingrogue-materials-in-3ds-max-scenes/comment-page-1/#comment-62</link>
		<dc:creator>Delete All Missing Materials &#38; Texture Files from Scene &#171; Game Development Journal</dc:creator>
		<pubDate>Thu, 27 Nov 2008 13:32:54 +0000</pubDate>
		<guid isPermaLink="false">http://bydersjoint.wordpress.com/?p=46#comment-62</guid>
		<description>[...] Missing/Rogue Materials in 3DS Max Scenes [...]</description>
		<content:encoded><![CDATA[<p>[...] Missing/Rogue Materials in 3DS Max Scenes [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: bydersjoint</title>
		<link>http://blog.cunnington.co.za/2008/06/03/missingrogue-materials-in-3ds-max-scenes/comment-page-1/#comment-61</link>
		<dc:creator>bydersjoint</dc:creator>
		<pubDate>Wed, 26 Nov 2008 09:49:36 +0000</pubDate>
		<guid isPermaLink="false">http://bydersjoint.wordpress.com/?p=46#comment-61</guid>
		<description>Hey!! Glad to see the post has helped you out :D</description>
		<content:encoded><![CDATA[<p>Hey!! Glad to see the post has helped you out <img src='http://blog.cunnington.co.za/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Chris Canfield</title>
		<link>http://blog.cunnington.co.za/2008/06/03/missingrogue-materials-in-3ds-max-scenes/comment-page-1/#comment-60</link>
		<dc:creator>Chris Canfield</dc:creator>
		<pubDate>Wed, 26 Nov 2008 09:26:07 +0000</pubDate>
		<guid isPermaLink="false">http://bydersjoint.wordpress.com/?p=46#comment-60</guid>
		<description>Thanks for this.  Materials management is definitely part of MAX that is poorly implemented.  &#039;glad to see I&#039;m not the only one who has been struggling with this particular issue.</description>
		<content:encoded><![CDATA[<p>Thanks for this.  Materials management is definitely part of MAX that is poorly implemented.  &#8216;glad to see I&#8217;m not the only one who has been struggling with this particular issue.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: bydersjoint</title>
		<link>http://blog.cunnington.co.za/2008/06/03/missingrogue-materials-in-3ds-max-scenes/comment-page-1/#comment-65</link>
		<dc:creator>bydersjoint</dc:creator>
		<pubDate>Fri, 08 Aug 2008 08:59:36 +0000</pubDate>
		<guid isPermaLink="false">http://bydersjoint.wordpress.com/?p=46#comment-65</guid>
		<description>Hey George!!
Don&#039;t have any experience with VRay, so can&#039;t help you on that front... Sorry!
But you are 100% right, an XRef&#039;d file will bring all of its materials into the XRef scene. This can complicate life in terms of finding those Rogue Materials.
Which version of Max are you working on? This tut was written for Version 7, however I have upgraded to Version 9 and will be testing this system out on the new Version!!
It definitely is a bit of a buggy side within max!!!

ps. I don&#039;t think there is a way to specifically pinpoint the part of the mesh causing the problem...

:D</description>
		<content:encoded><![CDATA[<p>Hey George!!<br />
Don&#8217;t have any experience with VRay, so can&#8217;t help you on that front&#8230; Sorry!<br />
But you are 100% right, an XRef&#8217;d file will bring all of its materials into the XRef scene. This can complicate life in terms of finding those Rogue Materials.<br />
Which version of Max are you working on? This tut was written for Version 7, however I have upgraded to Version 9 and will be testing this system out on the new Version!!<br />
It definitely is a bit of a buggy side within max!!!</p>
<p>ps. I don&#8217;t think there is a way to specifically pinpoint the part of the mesh causing the problem&#8230;<br />
 <img src='http://blog.cunnington.co.za/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </p>
]]></content:encoded>
	</item>
	<item>
		<title>By: George</title>
		<link>http://blog.cunnington.co.za/2008/06/03/missingrogue-materials-in-3ds-max-scenes/comment-page-1/#comment-64</link>
		<dc:creator>George</dc:creator>
		<pubDate>Thu, 07 Aug 2008 19:10:47 +0000</pubDate>
		<guid isPermaLink="false">http://bydersjoint.wordpress.com/?p=46#comment-64</guid>
		<description>thanks but didnt find this very helpful and there isn&#039;t much on the subject around. Maps can be missing but not show up as such under the asset tracker, bitmap/photo path editor etc just by being hidden deep in an xref&#039;d file or vrayproxy such as inside their individual max file in the environment slot etc. I hate max&#039;s way of dealing with maps.. especially when it comes to backburner. If someone knows a way of max showing you which piece of geommetry has missing maps or incompatible ones, then please do share. The above method only works for extremely simple small scenes and i&#039;ve been stuck the last two days trying to find missing maps doing everything even trying Super Mat Pro and Bitmap Reassign scripts to no avail.</description>
		<content:encoded><![CDATA[<p>thanks but didnt find this very helpful and there isn&#8217;t much on the subject around. Maps can be missing but not show up as such under the asset tracker, bitmap/photo path editor etc just by being hidden deep in an xref&#8217;d file or vrayproxy such as inside their individual max file in the environment slot etc. I hate max&#8217;s way of dealing with maps.. especially when it comes to backburner. If someone knows a way of max showing you which piece of geommetry has missing maps or incompatible ones, then please do share. The above method only works for extremely simple small scenes and i&#8217;ve been stuck the last two days trying to find missing maps doing everything even trying Super Mat Pro and Bitmap Reassign scripts to no avail.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: teeperap</title>
		<link>http://blog.cunnington.co.za/2008/06/03/missingrogue-materials-in-3ds-max-scenes/comment-page-1/#comment-63</link>
		<dc:creator>teeperap</dc:creator>
		<pubDate>Sun, 03 Aug 2008 17:31:44 +0000</pubDate>
		<guid isPermaLink="false">http://bydersjoint.wordpress.com/?p=46#comment-63</guid>
		<description>Tahnks for posting</description>
		<content:encoded><![CDATA[<p>Tahnks for posting</p>
]]></content:encoded>
	</item>
</channel>
</rss>
