Conversion of scenes created with V-Ray 3.7 for Cinema 4D
Overview
The conversion of scenes created with V-Ray 3.7 or 3.6 for Cinema 4D is based on changing each material, object, shader or setting to its new equivalent counterpart. The process is destructive for the old scene, but to ensure no data is lost, the scene name is changed to prevent overwriting the old scene.
Known issues and limitations
Overview
The conversion of scenes created with V-Ray 3.7 or 3.6 for Cinema 4D is based on changing each material, object, shader or setting to its new equivalent counterpart. The process is destructive for the old scene, but to ensure no data is lost, the scene name is changed to prevent overwriting the old scene.
Known issues and limitations
- Render Settings:
- Min Shading Rate is forced to 6.
- DMC settings are not converted (except for Time Dependent). Use local subdivs is disabled.
- Linear workflow is disabled.
- Primary GI engine is forced to Brute Force.
- Secondary engine is forced to Light Cache, if it is not Brute Force.
- Light Cache map mode is forced to Single Frame, if it is not From File.
- Use of Embree is forced to On.
- Stereoscopic camera settings are not converted (not supported yet).
- Lens effects settings are not converted.
- Materials:
- V-Ray Standard Material:
- Opacity source is forced to Color and Opacity mode to Stochastic. Grayscale values are converted to color.
- Highlight glossiness is removed.
- Translucency type is forced to Volumetric, if enabled.
- V-Ray Advanced Material:
- Disabled layer parameters are not converted.
- The following layers are ingored:
- Material weight
- Diffuse layer 2
- Specular layer 2
- Specular layer 3
- Specular layer 4
- Specular layer 5
- SSS layer
- Transparency texture is used for opacity.
- Take overrides and animation keys on the layer enabling checkbox will not be converted.
- Highlight glossiness is ignored.
- V-Ray Standard Material:
- Shaders:
- V-Ray LayeredMax shader texture is mirrored horizontally after conversion.
- V-Ray AdvBitmap:
- Converted to regular Bitmap.
- Gain is ignored.
- Animation settings are ignored.
- Nearest filtering is converted to MIP.
- Lights:
- Rectangle light texture is mirrored horizontally after conversion.
- Portal lights are removed.
- Parallel light beam radius is considered 0 (the parallel light is converted to infinite non-physical light).
- Spot Light penumbra angle is recalculated to preserve results.
- Sun Light:
- Sky is not converted.
- Only physical camera intensity multiplier is considered.
- Tags:
- Physical Camera:
- Exposure fixed step increments are ignored.
- Physical Camera:
- Other:
- Cinema 4D Layers are not converted.
- Render elements are not converted.
- Most shaders are not converted. Only Layered and V-Ray AdvBitmap are converted.
- Only physical camera tag is converted.
- Focus Distance inside the physical camera tag needs to be transferred manually from the main camera
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