Copy into the library
Makes a separate copy of each picture inside your library. Choose this when you want the library to be self-contained. Keep enough disk space for both the originals and the copies.
Getting started with Oruva 1.3.1
Set up a small library, send a .max asset to your application, then inspect the material graph and save the result.
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
In Oruva’s Library menu, choose Create Library… and select a location with enough free space. Give it a name you recognise. You can start empty, or bring in a collection straight away.
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, your pictures’ thumbnails, and the connection between each picture and its 3D model.

Step 02
Makes a separate copy of each picture inside your library. Choose this when you want the library to be self-contained. Keep enough disk space for both the originals and the copies.
Uses the pictures where they already live and saves disk space. Choose this for an existing organised collection. Keep its drive and paths available; moving, renaming or deleting the originals breaks their connection to Oruva.
Choose Add folder (or Add files) and point Oruva at your collection: pictures, 3D models, or a mix of both, in one folder or several. Short steps show what was found and ask only what needs a decision. For the best result, give a model and its pictures the same name — riolo.zip, riolo.jpg, and extra views riolo-1.jpg, riolo-2.jpg, riolo-3.jpg. Oruva connects those instantly and saves the connection in your library. Where names differ, it also uses files that were downloaded together. Oruva never renames, moves or changes your files. Model files can be ZIP, RAR, 7Z or MAX.
Anything Oruva could not connect is listed under Missing Models. Open Tools → Model Matcher to see the closest model for each picture, choose Connect all found, and settle the rest one at a time. You can also right-click any picture and choose Connect to a 3D model….



Step 03
If you have just updated Oruva, check for a matching connector update too. Detailed connector help.
Step 04
Pick a picture that is connected to its 3D model. Right-click it and choose Send to, then your application and renderer. If the picture has no model yet, Oruva asks you to pick it once and remembers the connection.
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.
Review found and missing references. Add the correct texture folder when prompted and recheck before delivery. Missing-texture help.
Keep Oruva and the destination open. Watch the status and wait until importing finishes before starting another send.
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
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.

Step 06
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.
Choose Save support report in Preferences → Diagnostics, or on the startup screen. Email support@oruva.app with the record ID and a short description of the step that failed. You can attach the saved report; it is encrypted so only Oruva support can read it. Nothing is uploaded automatically.