.vrscene--> from unreal to 3dsmax ?

it works great to use the .vrscene and importing that file into unreal.
But how does it work, if you want to go from Unreal to 3dsmax?

3dsMax also supports loading/rendering .vrscene files via V-RaySceneManager:

You can export .vrscene from Unreal and load it into 3dsMax.
Please be informed that 3dsMax doesn’t decompose .vrscene as Unreal - the scene is imported as a single unit and cannot be splitted to a separate objects.

Hi!

But I was asking the other way arround?
I know how to export from 3dsmax the .vrscene and import that into Unreal.

But how the heck do you do it the other way around?

I want to export from UNREAL a .vrscene to 3dsamx!

Thanks

Hi, Bernhard

You have to check the “Export VRScene” option in the advanced dropdown menu in the Common setting in the V-Ray Settings. Please check the docs for more details:V-Ray Settings.

Best regards,
Alexander

Hi, Bernhard

When you import a vrscene in Max the meshes, materials and lights aren’t really imported and split into individual components. The vrscene in Max is used only as an external reference that you do not have a lot of options for editability. That is the reason to see the geometry “broken”, just like the vrmeshes (proxies) when they are set to different preview modes. You can post in the V-Ray for Max Forum in the Wishlist category and add it as a feature request.

Best regards,
Alexander

hmmm.. ok.. and what about glTF support for Vray?
When using Unreal this format became the gamers standard. Especially when dealing with PBR Shaders.

It would make total sense to implement a glTF import/export plugin for Vray and Max.
This would bring more and more people to Vray, because who doesn’t want to have seamless import/export options from one package to another?