3dsmax ini where is it




















Message 1 of I'm tring to setup a small render-farm and I'm working on my UNC drive-mapping and I can't seem to find my 3dsmax. Message 2 of I did the default install. Message 3 of Message 4 of I'm not using Vista I hate vista but thank you for the reply. Message 5 of Hello, do these. Message 6 of How to find 3dsmax. Message 7 of Hello, A few days before, I have seen 3dsmax. Max Design 09 is installed on F: Drive. All Hidden Files and Folder are shown.

See image and Notice the Path in the Explorer Bar. In general it would work out fine if i would copy it over to other computers so that people would have the same settings as on my computer. But i am running into a problem now. The users that are loged in with a different username get errors when using my ini file. This because severall paths in the ini file are set to my username instead of their name.

But that did not work out. So i was wondering if there is a simple solution to this problem. And as of next week we will be setting up a renderfarm. When loading a scene and attempting to load HDAs that are used in the scene, the plugin will look in this search path if necessary for the required HDAs.

When this is enabled, the default behaviour for HDAs will be to auto recook whenever a parameter has changed. When this is enabled, the default behaviour will be for HDAs to auto recook while a slider is dragged.

When this is disabled, the default behaviour will be for HDAs to cook only once the slider has been dropped. You can pass in multiple paths separated by ";" on Windows and ":" on Linux and Mac.

The default Houdini search paths will be appended to the end of this string. These will be applied after the default houdini. You can use this to enforce a stricter environment when running engine. Specifies a search path for HDAs. When this option is enabled, a new layer will be created when a geometry HDA is baked, and all baked nodes will be added to the layer.

When this option is enabled, the plugin will prevent 3ds Max from appending a unique number to the end of instanced geometry nodes in order to maintain the original node name. When this option is enabled, all nodes in the scene that are produced by geometry HDAs will be prefixed to ensure unique node naming.



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