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To use the External Material Libraries you have to do the following:

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  • Create a material in an application that uses V-Ray as a render engine (e.g. 3ds Max, Maya);
  • Export the material to a .vrscene file;
  • Open the generated vrscene with a text editor (e.g. Notepad);
  • Locate your material. (e.g. MtlSingleBRDF NAMEOFMATERIAL);
  • Make sure you have a scene_name= parameter in the MtlSingleBRDF properties with the material's name;
  • Download  vraysettings.json file and place it in the Content folder of the V-Ray for Unreal plugin. (The default is C:\Program Files\Epic Games\VersionNumber\Plugins\VRayForUnreal\Content);
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    titleDownloaad vraysettings.json
    urlhttps://docs.chaosgroup.com/download/attachments/3586744835874186/vraysettings.json?version=21&modificationDate=16215947930191621575554000&api=v2&download=true
  • Open the the .json file and delete the # symbol to enable the EML functionalitythe in the line "#mtl_libraries" : ["Content/mtl_library/mtl_library.vrscene"];
  • Replace Content/mtl_library/mtl_library.vrscene with the path of your vrscene with the material(s) you wish to use at render time;
  • In Unreal, create a V-Ray Material Instance and name it as the material in the vrscene.

For more information, see the Advanced Material Workflow QuickStart.

 

 

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