3dsmax to Blender switch: vrscene is a workable way to?

Hi,

I’m planning to do the switch from 3dsmax to Blender and as I’d like to be able to still render both on 3dsmax and Blender, I’m planning to go with the Vray Solo subscription as it has both the Vray integration.

What I’d like to know is if it’s possible to export a scene from 3dsmax using the vrscene file format and then import inside Blender and have most of the Vray features used on 3dsmax ported to Blender. In this way I can also port most of the old file to Blender and be able to work on it.

What’s the situation with this?

Anyone have tried to import in Blender a 3dsmax exported vrscene ?

Thanks in advance for sharing your experience.

Hi @bardo
Currently you can only import V-Ray Scenes as a single asset. We have a more robust V-Ray Scene import in our plans but we’re still in the exploring whats possible stage before we can actually start working and deliver on this one. Ideally we would like it to be like the one we have in the V-Ray for Cinema 4D integration, where most of the stuff from the .vrscene file imports as native objects.

Thank you very much.

Is there some examples to see how it works in Cinema 4D?

So, at the moment, if I export something from 3dsmax into vrscene format, then in Blender, when I import it, I got a single object with all the scene attached as a single object with multimaterials applied and without the possibility to modify that mesh?

And what about the lights or cameras? Are still inside that single object?

In Cinema4D you can import just about anything from a .vrscene - geometry, materials, lights, cameras, decals, enmesh, etc. There’s a simple video of it in Cinema4D here.

Thank you very much for the video.

Actually it’s a great plan to have in Blender something like that in Cinema.

Importing V-Ray Scenes as native objects in V-Ray for Blender will be available in the next release (hopefully this week).