Mental ray error creating bitmap

mental ray error creating bitmap

mtl file when loaded in the Lumberyard Material Editor. In Lumberyard Editor, create a level and open the.cgf. The object should have the correct materials. All 3dsmax supported Bitmap Texture types [*] (new) Relinks Mental Ray Proxy files [*] (new) Relinks VRay Proxies .vrmesh). Somehow I thought this bitmap paging applies only to mental ray or scanline, Just create maxstart.max file and you will be fine.:).

Mental ray error creating bitmap - amusing

The above image borders were extended by 2000 pixels (in width) to each side using the “Overscan” script

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My Unreal Engine Real-Time Rendering App for any 3d products and complex scenes

Extending the camera viewport borders (vertically, horizontally or both) without affecting the camera’s original perspective

There will be times when clients will ask users to revisit old projects, with the purpose to redesign and/or re-render an existing camera view.

When re-rendering an existing camera view, the client may also require users to include more of the 3D scene in the same shot; preferably without affecting the perspective (e.g. almost like extending the borders of a PSD canvas).

In real technical terms such requirement is impossible to achieve, as it defies the physics of any real camera.

Having said that, that’s often what’s required from most users: To do the impossible.     

Until recently, many well-known studios (including myself) would “achieve” the above mentioned request by first decreasing the original FOV of the camera in order to cover new areas of the 3D scene; followed by increasing the original render output size (pixels) many times over in order to compensate for the reduced FOV values. 

The above described process was clearly a “workaround” to meet the client’s request…until I was introduced to an ingenious script called “Overscan”.

The script was created by Martin ([email protected]) at , to solve the tedious “workaround” described earlier.

The script only works with standard 3ds Max cameras.

It’s also recommended to save the current 3D scene under a different name prior to using this script, as a precautionary measure. 

To implement the script, users are simply required to do the following:

1- Download the script from the above mentioned link.

2-Open the 3Ds Max file, followed by dragging and dropping the script from the folder, directly onto your camera viewport.

3-The script's dialog box should pop up immediately, with the original output image size dimensions. 


The “New Width” and the “New Height” functions allow users to input new dimension values.

The “rel” button locks the original proportion dimensions, so that new added values will always be in proportion to the “Old size” dimensions.

The “Apply Overcan” button updates the camera with the new dimensions entered in the “New Width” and the “New Height” name field. If the “Copy camera” function is enabled, a new camera will be created and named accordingly.

The “Update” button updates the “Old size” dimensions with the new ones entered.

In the figure below, the height of the image output was changed from the original 3000 pixels, to 5000 pixels, without affecting the perspective.

A new camera was also created automatically, by simply enabling the “Copy camera” function and clicking on the “Apply Overscan” button. 


Since the original script was created for standard 3ds Max cameras only; users with a Vray physical camera in the scene, should do the following:

1- First open your VRay Max scene and go to the VRay camera viewport.

2- Press “P” from your keyboard to turn the current Vray camera viewport into a “Perspective” one.

3-Next, press “Ctrl+C” from your keyboard to automatically create a 3ds Max standard camera.

4- A new camera should be created automatically. Next, follow the steps covered earlier to apply the “Overscan” script.

5- Once satisfied with your new camera settings and the output dimensions, run a script to convert the 3ds Max standard camera into a Vray physical camera.

The script I often use is called “MaxCam_To_PhysCam_1.4_proc”. And can be downloaded from the following location:

To run the script, simply do the following:

1- After downloading and unzipping the file, simply click on the “MaxScript” main toolbar.

2-On its dropdown list, choose to “Run Script”.

3- The “Choose Editor File” dialog should appear.

4- Locate and open the “MaxCam_To_PhysCam_1.4_proc” from the list.

5- The “Physcam Converter V1.4” dialog should appear. Select the relevant camera(s) from the scene, and click on the “Convert Camera(s)” button.

A new Vray physical camera should be created, named accordingly and selected automatically.

To view the newly created camera, simply press “C” on the keyboard. Alternatively, simply right click on the camera name situated on the top left corner of the camera viewport, and choose the relevant camera.

6- Finally, copy the Vray exposure parameters from the original camera settings onto the newly created one. 

Overriding useless Backburner errors 

Most users would agree that, more often than not, the Backburner can be “spot on” when pinpointing valuable errors in the render(s). However, there are times when it can also be an utter nuisance and ultimately prevent users from meeting their looming deadlines.  

Very recently, I was involved in a project that was an absolute joy from the word “go”…until my beloved Backburner began reporting useless errors.

Some of the messages read the following: “3dsmax adapter error: AutodeskMaxDesign 14.12 reported error:JPEG- Memory Error”.

 And also: “3dsmax adapter error: AutodeskMaxDesign 14.12 reported error: “…jpeg—Failed to allocate filter tables for this bitmap…”.

The frustration was that, all bitmaps bigger than 1500 pixels were proxied in the scene. Furthermore, the Backburner would render the entire frame with its elements perfectly; followed by re-rendering it over and over again, due to the above mentioned errors. 

After few Google searches on the subject, I quickly realized that this was clearly a problem that had many professionals pulling their hair out (if any left) so far.

I nearly threw in the towel on this one... until - Jordan Barlow ([email protected])- came up with an ingenious way to override this niggling “bug”. 

Please do the following to emulate his approach: 

1- Open the “Backburner Manager” dialog first, followed by clicking on the “Edit” toolbar, and choosing the “General settings” option from the dropdown list.

2- The “Backburner Manager General properties” dialog should appear promptly.  In the “General” group, enable the “Use Task Error Limit Max Errors Per Task” function, and set it to 1.

This action will limit the amount of times (1) the Backburner will continue to mistakenly try to solve (re-rendering) an error that doesn’t exist, or an error that’s Not affecting any aspect of the render(s). 

Create and snap a grid helper perfectly to any given geometry and/or spline, in any angle

Ever wondered how to create/snap a grid perfectly to any geometry/spline regardless of its position/rotation or angle in a 3D scene?

While this subject was covered to some extent in my latestbook, I have never addressed this specific issue before.

To address the above mentioned issue, users should simply resort to a script called “Create_Grid_At_Object_Pivot”.

The name of its creator is [email protected] (assuming). 

Furthermore, to create the above mentioned script one has to do the following:

1-In 3ds Max, click on the MaxScript button from the main toolbar, and choose the New Script option.

A new Script dialog should open.

2- In this blog, select and copy (Ctrl+c) the following script text below:

Global CreateGridAtPivot

Struct CreateGridAtPivotStruct
fn DoCreateGridAtPivot ObjectForGrid =
GridHelper = Grid name:( + "Grid") isselected:on
GridHelper.transform = ObjectForGrid.transform

max activate grid object

CreateGridAtPivot = CreateGridAtPivotStruct()

if (selection as array).count == 1 do
CreateGridAtPivot.DoCreateGridAtPivot $

3-After copying(Ctrl+c) the above mentioned script from this blog; go back to the new Maxscript dialog in 3ds Max, and paste it (Ctrl+v) onto it:

4- Next, save the script by clicking on the "File" button and choosing the "Save As" option.  


5-The "Save As" dialog should be prompted. Save it as an *.ms file type; under the name of, Create_Grid_At_Object_Pivot

To run the previously saved “” script, simply do the following: 

1-Open 3Ds max and create a shape or geometry. Also, rotate/position it in an awkward angle.

2- Next, while the shape/geometry is still selected, click on the “MaxScript” button from the main toolbar, and choose to “Run Script” from its drop down list.  

3- The “Choose Editor File” dialog should appear. Locate and "Open" the previously saved script under the name of “” . 


4- A grid should automatically appear in the correct angle/position, and enabled by default. To test its accuracy, simply begin creating anything in the viewport.      

Using the mental ray connection to access a displacement shader

In the past, a number of people had asked me if there was a way to override the default Arch & design displacement shader with a better one, in order to achieve better results.

To access a new displacement shader from the Arch & Design, simply do the following:

1- Open the “mental ray Connection” rollout and scroll down to the “Extended Shaders rollout” group.

2-Unlock the padlock button by clicking on it, and click on its toggle to access the “Material/Map Browser” dialog.

3- I personally choose the “Height Map Displacement”  shader from the list, as it’s faster to render. However, feel free to choose another one, if desired.

4- The “Height Map Displacement”  shader parameters are simple and self-explanatory.  

As mentioned in my latest book, the more segments (detail) an object/geometry has, the better displacement results one will have.


Vray subpixel mapping function

Again, while this subject was covered in my latest book, I thought it would be nice to share it with those that don’t have the book (yet).

Ever wondered how to correct the artifact depicted in the render below? 

The above described artifact can be instantly corrected by simply enabling the “Sub-pixel mapping” function.  

V-Ray:: Irradiance map Interp. Samples

When using the irradiance map, at times the default “Inter. samples” value of 20 may work for a 1920x1080 pixels render. However, when rendering a 5000x2813 pixels image, it may yield artifacts such as the one demonstrated below. 

Note: Such artifacts are more noticeable on white or bright surfaces.

To rectify such artifacts, users should simply increase the default “Inter. samples” value to 70 or as high as 90, if necessary. There are extreme cases when one might need to enter higher values.


Note: It is suggested that, by increasing the “Inter. samples” values as mentioned earlier,one may cause the scene to lose depth. 

If such happens (debatable), one can still add more depth by using key VRay render elements such as VrayRawTotalLighting; VrayRawLighting; VrayTotalLighting; Vrayshadows; etc).           

I hope you have found the tips and tricks useful!

In this tutorial you can learn how you to set up and light a 3ds max exterior scene with a HDRI Skydome and mental ray. While hdri lighting is not very complicated it´s necessary to know some details in order to get a useful result.

The VP HDRI Skydomes have a very high dynamic range, which is best to create sharp sun shadows. Also they have an accurate white balance that will bring convincing and colorful lighting into your scene with a few clicks.

Basically you just need to follow 3 main steps: First to create a standard skydome light, then create background map and third the proper exposure settings.

(1) Create a skydome light

First you need to create a standard Skylight and place it anywhere in the scene. Then you need to add the hdri skydome to the texture map color slot of the Skylight so the skydome is used light up the scene. You can use a simple bitmap map for the moment. We will later see how you can adjust gamma and exposure within this slot, but for now, let´s keep it simple. Make sure that you set map amount to 100% and check “[√] Sky Color” in the Skylight.

Within the bitmap shader you need to set the mapping correctly, otherwise the lighting will look strange. Set the mapping to Environ and Mapping type to Spherical Environment.

(2) Use the same hdri for the background

You can skip this step if you want to use specific backplates for your background or if you add a background later in compositing / photoshop. If you want to use the same hdri skydome also for the background, here are some additional steps.

Within the Environment and Effects add a new map called Gamma & Gain. It´s a standard map that can be used to change the gamma and exposure on another map. Within this map in the input map slot create an INSTANCE of the original hdri skydome bitmap that you created before for the skylight. If you create a copy, you can later change the direction of the background independently from the skylight light direction. If you create an instance, both will be rotated in sync.

Now the skylight and the background are prepared. If you render now, you will probably get wrong lighting and over- or underexposed images. So we need to adjust the camera / exposure settings to match the lighting and background.

(3) Setup the photographic exposure

Within the Environment and Effects dialog, choose “mr photographic exposure”. This will give you access to color mapping, exposure and other parameters that need to be adjusted according to your light and background setup.

To match the exposure to the light you have to adjust the following parameters:

  • Skylight strength
  • Exposure Value (EV)
  • Gamma Settings

These are photographic parameters and work the same way like a normal camera. There are lots of tutorials on the web explaining photography and we don´t want to go into too much detail here. As the settings may vary strongly depending on the used hdri map, it´s not very useful to define specific settings here. But a good starting point for the EV would be something between 5.0 and 15.0 with a Skylight value of something between 1.0 to 10.0. Anyway it´s necessary to play around with these parameters in order to get a good result.

All of the VP HDRI Skydomes include 3ds max scenes with proper light and camera settings, so you can just go ahead and start rendering your own scene.

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3ds Max rendering error solutions

Missing elements causing wrong rendering effects

__Phenomenon: __

Max file bitmap is missing, or the corresponding path doesn’t exist.


  1. Open max file, press shortcut key “Shift + T” to find the missing bitmap.
  1. Choose the missing bitmap, right click > Set Path...
  1. Get the bitmap path in the pop-up window, click OK.
  1. Save and resubmit it.

Irradiance mode error


  1. The irradiance not calculated by Animation (prepass) is called by Animation (rendering), causing the rendering failure.
  2. The irradiance calculated by Animation (prepass) is called by From file, causing the rendering failure.


  1. Use From file to call the irradiance calculated in the mode of the red boxes below.
  1. Use the Animation (rendering) to call the irradiance calculated by the Animation (prepass).

Missing plugins causing wrong rendering effects


Demonstrated by the cache effects caused by missing output images


  1. The cache files use E-Z disk letter path to ensure the files correctly uploaded to the cloud.

  2. If the scene has the fluid effects imported by the Realflow while the platform has no Realflow plugins. The effects with or without cache files are compared as follows:

Bitmap with special characters or too long paths

__Phenomenon: __

The client can’t directly identify the file, causing the file’s failure to upload and eventually the loss of bitmap. The effects before and after the bitmaps are missing are compared as follows:

__Method: __

Call out Asset Tracking window (by pressing Shift +T) in the 3ds max software to select the corresponding file, right click “Browse” to load the modified file, then save it and submit it.

Processing the file in PNG format


pop-up window appears during the rendering, which gets stuck and makes CPU unmoved and finally causes the rendering failure.

__Method: __

modify the format of the output image to TGA, TIF, EXR and etc. as follows:

  1. Modify the format when it’s submitted by the client.
  1. Modify it by opening the file.

Processing of mentalray fgm rendering errors

__Phenomena: __

the effects that the mentalray FG file is not uploaded on the rendering: 1. causing incorrect rendering effects, 2. causing the rendering sequence animation flickering, 3. causing mentalray fg error. The FG map file is not uploaded (mentalray FG parameters can’t be read by the client).


The customers need to upload fgm files to the platform with RayvisionSync transfer tool (the upload path shall be consistent with that set in the scene).

If fgm file is not used, then select Off in the Final Gather Map.

Errors of the scene in loading IES files


it may be caused by the special characters contained in IES files. IES files should not internally contain any special characters such as “? ” (Note: the nature of IES file).


Open IES file with notepad, delete the special characters and then save it, open Max file to load new IES file, save it and then submit it.

Unable to read file information


  1. Failure to save Max scene information (Save File Properties) will result in the rendering failure.
  2. Related parameter information can’t be obtained during the analysis.


  1. Customize in Max menu bar-- Preference settings—File-- Save File Properties.
  1. Enable Save File Properties to save the file and then submit it to the platform for rendering.

Modeling plug-in causing rendering errors

It’s recommended to convert some modelling plug-ins such as roofdesigner quadchamfer Railclone groundwiz volumebreaker scalpel rayfire floorgenerator to polygonal objects and then submit them to the farm.


Wrong rendering effects or Max crash during rendering.


  1. Regarding roofdesigner, the below is the creation in Max scene.
  1. Select the model and right click it to find Convert To: Convert To Editable Mesh.

Rendering output TGA compression settings


The reason is that Compress is not ticked in outputting TGA, resulting in a large image output. Open the file to tick Compress.

External reference problems and the solutions


  1. Please check if the scene file is loaded with the correct external reference which needs to be saved in the absolute path of E~Z.
  1. Click Merge button, merge external reference objects to the scene, save the file and submit it for rendering.

Scene element path problems

1. Open max file and press “Shift + T” key to find the missing bitmap.
  1. Select the missing bitmap, right click > Set Path…
  1. Get the bitmap path in the pop-up window, click OK.

4. Save and resubmit it.

Gamma error


After you modify related parameters of gamma in the following ways, the brightness of the rendering result will be processed and saved in some files that support this effect; if you save the image with the unsupported file format, you may not get the brightness that you want.

Correct effects

Incorrect effects


formats commonly used and their ability to save gamma correction, select Yes opposite to the file type.

FumeFX cache file missing

__Phenomenon: __

Fume Fx cache missing when exporting rendering output.


Modify the cache path to the E-Z disk letter path. Ensure a complete cache file is saved under the corresponding directory of the cloud disks E-Z. Submit it after confirmation.

Converting FP and RC to mesh objects

I. Ways of converting FP objects to mesh objects:

  1. Select the Forestpack object to be converted.
  2. Click “Utilities” icon.
  3. Select “Forest tools” and click “OK” button.
  1. Click “YES” in the popup box, and the forest object will be converted to mesh objects, meanwhile, max will automatically delete the forest objects created previously.
  1. The perspective after conversion is as follows, save the file and submit it for rendering.

II. Ways of converting Railclone objects to mesh objects

  1. Select the Railclone object to be converted.
  2. Click “Utilities” on the tool panel.
  3. Select “Railclone tools” and click “OK” button.
  1. Click “YES” in the popup box, and the Railclone object will be converted to mesh objects, meanwhile, max will automatically delete the Railclone objects created previously.
  1. Save the max file and submit it for rendering.
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