Use of a vrscene object (provided by Maxtree)

Hello,

I’m asking this question here first (instead of directly contacting the Maxtree team).
I recently downloaded, for the first time, a vegetation asset from Maxtree in .vrscene format.

As a Rhino user, I am normally used to downloading .fbx files instead, rebuilding all materials manually from the provided texture maps, and then creating proxies for proper use in my scenes — which is a very long process.

I finally discovered that there may actually be a much more efficient workflow, since Maxtree also provides .vrscene versions of all assets.

However, I am facing two issues with those .vrscene:

1.Displacements

Once imported and rendered in Rhino, these assets seem to have a displacement problem (see attached image).
This means that, in order to render them properly, I currently need to disable all displacements in the scene, which is obviously not very practical.
Could someone help me understand how to solve this issue properly?

2.Scattering

It seems impossible to scatter .vrscene objects (at least in V-Ray for Rhino).
Would this perhaps be something worth improving in future Chaos updates?

Thanks in advance for reading and for any help you may provide.
I can provide files if necessary.(My V-Ray version is fully up to date.)

Vincent

Hi

you can’t scatter a vrscene proxy. in fact you can’t do much with a scene but just “paste” it in the current scene and render it. This is because it is not a flat geometry. it is an entire scene containing environments, settings with different scaling factors, nested includes and a lot of other things that makes it impossible to use it as regular geometry. I understand the your tree asset is a special case, containing only geometry, but still even for a slightly generalized case it is nearly impossible to solve all the problems rigorously

what I would do in this case is to import the scene as regular rhino geometry via File->Open, export the geometry of interest as a vrmesh proxy (include the material assignments, too) and import it in your master model. then operate it as a regular mesh proxy - you can scatter, instance it, change materials, etc.

Hello Nikolay,

Thanks a lot for your answer.

So with this story i discovered the potential of vrscene files.

potentially this can help me much in managing big scenes.

I see that a vrscene export include also scattered geometries. Very useful!

One problem though. when imported in another file, the “scattered parts” of the vrscene are not overridable.
also all material that had “disabled override” option before the export become materilly overriden in vrscene import.

below the result.

is there a way to manage better material override on vrscene objects?

a future improvement maybe?

exporting is straightforward. It is basically rendering to a file. Importing is a completely different beast. the .vrescene format was designed decades ago and primarily covers 3dsMax. Matching .vrscene features into “native-ish” Rhino objects is for the most part playing with fire. This is a lossy process. This applies to almost every file conversion. Importing Scatters is one of those things that we currently lack support of. for now