Conversion notes: Frames were exported from Cinema4D using the pbrt exporter. (It's important to change the logging level in the export dialog to "Error", since otherwise many messages are generated and it seems that c4d has some sort of O(n^2) thing going on there, since exports slow to a crawl. Geometry fiels were then converted to use PLY meshes using "pbrt --toply". There are many repeated meshes (both shared across multiple frames but also identical meshes within a single frame. These were boiled down to unique messages using the following go program, which prints a script for "sed" to stdout. package main import ( "crypto/sha256" "encoding/hex" "fmt" "io/ioutil" "os" ) func main() { for _, fn := range os.Args[1:] { contents, err := ioutil.ReadFile(fn) if err != nil { fmt.Fprintf(os.Stderr, "%s: %v", fn, err) continue } sum := sha256.Sum256(contents) str := hex.EncodeToString(sum[:]) + ".ply" fmt.Printf("s/%s/%s/g\n", fn, str) err = os.Rename(fn, str) if err != nil { fmt.Fprintf(os.Stderr, "%s: %v", fn, err) } } } The pbrt geometry file that --toply emitted was then updated to use the hashed file names generated by the go program: % sed -f out.sed < ply-geometry.pbrt > g.pbrt Note that the sed script has thousands of lines and sed seems to be quite slow--it takes many minutes to run the sed script, even though the geometry file is only around 4.5MB. To add all of the light sources, use the lights.sed script: % sed -f lights.sed < g.pbrt > g-lights.pbrt Finally, rename g-lights.pbrt to something sensible and update the Include in the main pbrt file for the frame to use it. More generally, replace everything after the Film directive in the generated pbrt file up to the geometry Include with the text from one of the other frame files. Whew