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Tim Coman avatar image
Tim Coman asked ·

Moving Arnold scenes to different DCC packages - (Max / C4D / Maya)

I'm curious if there's a clean solution to moving scenes between different packages. (Geometry, rigged models, lights, cameras, shaders, materials) We have Max, Maya, C4D at our studio. Arnold seems like the common denominator between them. I'm wondering if people are having luck with any specific format - FBX seems to drop a lot of unsupported material errors on export. I looked briefly at .ass files - but it sounds like that might be instances vs. the full editable scene. (Is that the case?). I looked into MaxToC4D plugin, but it doesn't seem to support Arnold (Currently). Anyone else tackle/solve this?

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Lee Griggs avatar image
Lee Griggs answered ·

I normally use .fbx and use .ass files for sharing shaders.

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Tim Coman avatar image
Tim Coman answered ·

I might be missing something. I've exported via FBX/.ASS - And pulled the files into Maya (Solving for C4D in a second pass). When I import those in the cameras / lights don't seem to be making it over. And the materials lose their associations with the objects in the scene. Are you going back in and relinking those all up by hand? I saw that there are two ways to export .ass files - through the main "Save As" dialog and through the "Arnold" tab. The Save As version opens up options for Models, materials, lights, cameras, etc. but those show up as named point helpers, vs. actual lights/cameras. The model shows up rotated -90 on the X. The material also didn't seem to appear in Hypershade.


Just wondering if there is a format that just saves/loads as expected vs. having to recreate/relink things.

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Yes, there is no 1-click solution. A certain amount of work is required.

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Tim Coman avatar image
Tim Coman answered ·

A few questions on the usage.

How does texture pathing work on .ass files? Would you manually copy textures linked into the shaders to the new C4d/Maya file project location, then import the .ass file? Do I need to re point where the file should look to find the textures? or does the .ass import copy the textures over for you?

If I plan to render using a farm, I’d just want to have the project be as clean as possible, vs. having to try and ferret out the original texture directories. (In Max I can use Shift T to open up the asset tracking and reset the path).

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You can export absolute or relative paths for textures. Relative paths would be better, because then you just have to set the texture search path in the global options.

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