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  • vrscene limitations/future development.

    so, my first time using a vrscene from maya in Max.

    initial impressions are it works very well..

    however there are a few annoying limitations and i was wondering if/when any of these might be resolved.


    first up, a "whole mesh" display mode is sorely missed... if it was treated in the same way as vrmesh, this would also allow us to deform and edit the meshes.. which would be super cool. does not seem like a very major thing to implement since i assume (possibly incorrectly) that there is some common code between vrmesh and vrscene.


    second, it would be great if there was a way to either export materials or lift them from a vrscene (even in a non-editable way) allowing us to assign or use them on normal max geometry.


    im trying to figure out in my current test how to implement a tyre deformation system on a car that has been brought in fully textured from maya as a set of vrscenes. one for car and one for each wheel. .

    given i cannot use either a full mesh and deform it using modifiers, OR import it as an fbx and use vrscene or a variant to get the lovely maya shaders which come in with the vrscene perfectly, i believe its currently not possible.


    the vrscene concept has massive potential, and a few relatively simple (ha!) additions would make it extreeeemely powerful for cross-platform working. -very important to me being the only Max guy in a Maya shop.

    ive head chatter that there are improvements coming in this direction... can anyone give any more info?





  • #2
    just following on, it seems vrmat might be able to help me.. however i see reference to the ability to extract vrmat files from a vrscene, however i dont see how to do it? the converter in max does not appear to have this ability..

    edit: ok figured it out.. you choose the vrscene in the vrayvrmatmtl in the mateditor.
    Last edited by super gnu; 13-07-2020, 02:45 AM.

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