I would like to take this opportunity and clarify some things about the integration workflow with C4D and the other host apps for which we offer the plugin.
In my experience (and I was not with the company at that time, but still a customer), the xStream plugin in 2016 worked in fact quite well and way, way better than previous versions. The main issue is understanding how to use the plugin properly, because it is not as straightforward as other plugins. The workflow is described in the manual, but then, we are all guilty of not reading the manuals of the programs we use unless it's really necessary, aren't we? 😉 So, I know we need to educate our users better on understanding the possibilites and the limitations of the integrated workflow through proper tutorials. It's on my to-do-list for next year.
In a nutshell:
When you usually work with plugins, they are completely integrated into the host software, by which I mean that everything looks like native C4D editors and panels and that the objects created by a plugin can be rendered with any render engine, as long as you texture the object with a proper native material.
The VUE plugin does not work like this. It runs as a sandboxed software-within-a-software where C4D acts as the "container" and VUE as an app is then launched within C4D with its own dialogues, UI and panels. I believe a good comparison could be Steam ( = C4D) which you have to launch first, and from there, you launch the game ( = VUE) which then runs "within" the Steam launcher.
This means that the VUE objects listed in C4D's object manager are low-resolution, procedural proxy objects referencing the "fully" editable object from the VUE scene. You need to use VUE's native tools to edit all native VUE objects. After editing an object, the low-res proxy for the viewports is updated. For example, if you have a terrain object in the VUE scene, the terrain will be listed as a low-res polygon mesh in C4D's object browser. Of course, you could go ahead and start extruding faces and poly-modelling on this object with C4D modelling tools, but this will not be reflected in the VUE scene. And as soon as you open the procedural terrain in VUE's terrain editor, make changes and close the dialogue, the proxy object is refreshed / recomputed in the viewport and your manual polygon edits will be overridden.
Look at the screenshot which shows the VUE objects in VUE's native object manager (the World Browser) and the proxy objects in the C4D viewports in the Object manager.
Because of this workflow, you need to be aware what you can do and cannot do in the C4D scene with VUE objects. A big no-go is deleting the proxy object from the C4D object manager, to name just one example. If you delete the proxy object, VUE will try to recreate it as soon as you edit the "original" VUE object in VUE's editors, but if you try to launch a render while the proxy object is gone from the C4D object manager, you will encounter problems and instabilities, because the link between VUE and C4D for that object was broken and the VUE object just lost its counterpart in the C4D scene. So, adding and deleting VUE objects to the C4D scene MUST be done through the floating dialogues of the VUE plugin and through VUE's own object manager (the World Browser) which will then sync the changes accordingly to the C4D object manager and add / remove any proxy objects from there.
There are more examples like this for which you need to look out, and if you break these rules, you are provoking a crash. This workflow is not obvious when working first with the plugins and we need to ensure that we educate and help our users more on these topics.