ITOOSOFT Forum

Author Topic: Use network paths for library & textures.  (Read 227 times)

eqko

  • Full Member
  • ***
  • Posts: 100
Use network paths for library & textures.
« on: October 30, 2025, 03:14:38 pm »
Ok, so the main issue is this:
When using Ivy and rendering on the network, the rendernodes can't find the textures.
Which makes sense, since the textures have no paths in them  when picking the material from an Ivy preset.
And when pressing the bitmap, it goes to a user path:
Code: [Select]
C:\Users\username\AppData\Local\Itoo Software\Forest Pack Pro\lib\ForestIvy\Climbing PlantsWhich doesn't work for us, since we render under a different username (a specific render user)

So the logical solution would be for Forest and Railclone to use a central network location for textures and presets and whatnot.

And here comes the crux: I know there have been a couple of threads about this, and I perused them all. But you'll have to forgive me that I can't see the forest for the trees (bad pun, but no less valid).

I am kind of unclear about the whole procedure of setting up a single iToo network repository so that:
  • All workstation will use the repository as library for both Forest and Railclone presets (I need the regedit approach for this?)
  • Both Forest and Railclone will use the repository to look for needed textures when using a preset from the library (Is this what I use maxini for?)

I've read about regedits, environment variables, max ini edits, settings settings in the Update Manager.
Regarding points 1 and 2, the reason I come here is because I need an approach where I can use a batfile or something to inject info. I have 50 rendernodes and 40 workstations, I do NOT want to have to do anything manually per node if I can helpt it.

I think it might be a good idea for you to setup a single dedicated page for this somewhere instead of pointing users to various threads.
You guys are great at writing tutorials ;D

Michal Karmazín

  • ITOOSOFT
  • Hero Member
  • *****
  • Posts: 3157
Re: Use network paths for library & textures.
« Reply #1 on: October 30, 2025, 03:34:13 pm »
Hi,

There are several possible ways to set this up, and it mainly depends on how you manage other assets in your scenes that are saved across your network. You can configure textures for ForestPack or RailClone objects in the same way as any other textures — there’s no difference. Textures for items handled by our plug-ins are treated just like any other assets in the scene.

I’d suggest checking this closely related thread - I hope it helps.

Best regards,

RealViz

  • Sr. Member
  • ****
  • Posts: 461
    • RealViz
Re: Use network paths for library & textures.
« Reply #2 on: October 30, 2025, 03:59:06 pm »
I would also like to simplify the procedure. For me, it would be ideal if the installer would already have the option to select the path and thus would not unnecessarily install about 12GB (not even that much in today's terms, but...) of data on the local disk and just update it on network when reinstalling/update.

ZO6039

  • Newbie
  • *
  • Posts: 30
Re: Use network paths for library & textures.
« Reply #3 on: October 31, 2025, 05:32:47 am »
+1 vote for installing FP library on mapped network drive - one library for all computers. Your current setup for this in not pretty clear. Please make installer asking library folder.

eqko

  • Full Member
  • ***
  • Posts: 100
Re: Use network paths for library & textures.
« Reply #4 on: October 31, 2025, 12:23:47 pm »
I understand the need to cater to less technically inclined customers, but I think a simple 'advanced' install option to point to and install everything on a network location would save a lot of headaches. Especially for rendernodes to be able to find textures on the netwerk location.

Because attached fp_1.jpg is just shenanigans if you ask me.
Specifically the fact that it shows no path, but when you click the bitmap, (fp_2.jpg) it goes properly to a userfolder with the textures ...
And no, repathing them to the server everytime \ every project \ every file is not a very valid option ...

I could use a clear answer for that last part where max 'knows' the location to look for the textures is the network location and not my user folder.
And with that, a clear way to roll this out over all our rendernodes and workstations  ;D