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Getting started with Oruva 1.3.1

One asset. Your first native scene.

Set up a small library, send a .max asset to your application, then inspect the material graph and save the result.

Have these ready.

  • A representative asset you may useA .max scene or its original archive, companion textures and a preview image if available.
  • Your destination applicationChoose a version and renderer covered by the compatibility guide.
  • Oruva and its connectorUse a matching app/connector combination and sign in to your Oruva account.
  • A fresh destination sceneSave existing work first, then use an empty scene to make the result easy to inspect.

Use an asset you own or are licensed to use. The example recordings show real imports; their source .max files are not included as a downloadable sample pack.

Step 01

Create your first library.

In Oruva’s library menu, choose Create New Library… and select a location with enough free space. Give it a name you recognise.

Start with a small folder of representative assets. Once that folder looks right, add the larger collection.

A library is where Oruva keeps its catalog. You can copy files into it or index files at their original locations.

Oruva's real add-assets panel with Import Files, Import Folder and Index Folder buttons
The real add-assets panel. Choose how Oruva should access your files.

Step 02

Choose copies or original locations.

Keep everything together

Import Files / Import Folder

Copies files into the Oruva library. Choose this when you want the library to hold its own copies. Keep enough disk space for both the originals and imported copies.

Use your existing folders

Index Folder

Catalogs files where they already live. Choose this for an existing organised collection. Keep its drive and paths available; moving the originals can break those references.

Use Add Assets or the empty-library buttons. Let the scan finish, open an asset and check its preview and file location. Keep each model’s archive or .max file with its companion textures and preview.

Oruva library with thumbnails, filters and the selected asset's preview and properties
Your library after adding assets. Select an item to inspect its preview and properties. Select the image to view it at full size.

Step 03

Connect your application.

  1. Install your destination application and renderer. Confirm they start normally.
  2. Save your work and close every instance of the destination.
  3. In Oruva’s first-run setup or Preferences, open 3D Connectors and install the connector for the detected application.
  4. Reopen the destination, wait for it to finish loading and begin with a fresh scene.

If you have just updated Oruva, check for a matching connector update too. Detailed connector help.

Step 04

Send one scene.

  1. Choose the asset.

    Use a model asset whose .max scene or archive is available. Right-click it and choose Send to, then your application and renderer. A preview image needs its associated model source; the picture alone cannot be converted.

  2. Select the intended source.

    If the archive contains multiple scenes or renderer variants, choose the one you want. Start with a V-Ray or Corona source represented in the compatibility guide.

  3. Resolve the textures.

    Review found and missing references. Add the correct texture folder when prompted and recheck before delivery. Missing-texture help.

  4. Let delivery finish.

    Keep Oruva and the destination open. Watch the status and wait until importing finishes before starting another send.

Working from a preview and archive?

The 3D Generator brings those model sources together for reuse. For this first check, use one asset with its original package so it is easy to recognise the scene and materials.

Step 05

Look inside the material.

Open the imported material in your destination’s material or node editor. Check its texture connections, layers and bump or normal inputs, then run a small native render.

Real imported V-Ray graph with linked colour-correction, combine-colour, V-Ray material and blend nodes
Detail from a real imported V-Ray graph. The recordings show the material after import, including its native nodes. Select the image to inspect it at full size.
  • Scene structureCheck scale, placement and the parts you expect to remain editable.
  • Textures and materialsCheck the main surfaces and confirm bitmap paths resolve.
  • Import reportRead approximations or unsupported-feature notices before relying on the result.
  • A small renderReview lighting, exposure and colour management alongside the materials.

Step 06

Save. Reopen. Make it yours.

Save the native scene under a new name in your destination. Use its asset-collection or texture-management tools if the project needs to move to another machine.

Reopen the saved scene and check the important materials once more. Then start editing, arranging and lighting the asset in your own project.

Something did not match the guide?

Send us your Oruva version, destination and renderer versions, the step that failed and its exact message. If available, include a diagnostics bundle.