Hi @natalia.gruzdova ,
Thanks for taking the time to answer again in such detail.
A single .vrmesh would be the best, since you can still change the material, which you don’t have in a .vrscene. Since you can’t really edit a .vrscene per se, using a .vrscene is not an option. Right? You can’t open a .vrscene somewhere, change the material, save and close it again? If you could that would be an option. A bit like using BlockEdit!? What would be the alternative? Open a new Rhino, import the .vrscene, make the changes, export as .vrscene again?
Using the instances of a proxy is a good idea and one we will probably do anyways.
The big advantage of exporting all instances as a .vrmesh is that the viewport performance is so much better in Rhino. Rhino is terrible at dealing with large numbers of instances (say, above 10k) and the viewport becomes super slow, even in wireframe mode. If you save and replace it as a .vrmesh the viewport is super fast.
I think it would be a nice feature to be able to have a .vrmesh, where I can set the material of the contents, but also the UVW Placement of the contents. I was just thinking: are the Cosmos assets .vrmesh or .vrscene files? It would make sense that they are .vrmesh, but if you have some model that uses lots of copies of an object, say like a picket fence, wouldn’t you want to use instances and UVW Placement for those?
A .vrscene file saves all the V-Ray settings though? So what happens if I import multiple .vrscene files into a scene?
Our usecase is the following: We have a large building we are designing, that is like a gallery for all our outputs. Each output is potentially made up of a lot of instances. So it makes sense to have a master file with the building and so on and then for each artwork there is a separate file for it, so you can still change the material at least and so that the master file is not so heavy.
We could use .3dm files and nest them as blocks, but that doesn’t take the V-Ray settings with it.
This is quite a difficult problem, because Rhino Blocks are already complex and then you have .vrscene and .vrmesh files that also have their complexities.