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This page provides details on the Environment settings in V-Ray for Unreal.

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Overview


The VRaySettingsEnvironment blueprint is where you can specify a color and a texture map to be used for background in the viewport and also a color and a texture map to be used during GI and reflection/refraction calculations at render time.




UI Path


||Modes Tab|| > Search Classes > VRaySettingsEnvironment

||Content Browser|| > VRayForUnreal > Content > BP > Actors > VRaySettingsEnvironment




VRaySettingsEnvironment Blueprint


 

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The VRaySettingsEnvironment Blueprint Actor is accessible through the Modes panel by searching for VRayPhysicalCamera or from VRayForUnreal > Content > BP > Actors > VRaySettingsEnvironment in the Content Browser Tree. Select the Blueprint and drag and drop it in the level.

 

 

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For the VRayForUnreal folder to be visible, you first need to enable Show Engine Content and Show Plugin Content in the View Options of the Content Browser.


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When creating VRaySettingsEnvironment in Unreal make sure its location is set to 0,0,0; rotation is set to 0,0,0 and scale is set to 1,1,1. You can create multiple VRaySettingsEnvironment actors in the level but you have to specify in the V-Ray Settings tab which one should be used at render time.

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VRay Environment Settings


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Background Color - Specifies the environment background color

Background Texture - Lets you choose an environment background texture that will be visible in the viewport. Note that if present, the texture overrides the specified Background Color.

GI Color - Specifies the environment (skylight) color.

GI Texture - Lets you choose a GI environment texture. Note that if present, the texture overrides the specified GI Color.

Reflection Color - Specifies the environment color for reflections.

Reflection Texture - Lets you choose an environment texture for reflections. Note that if present, the texture overrides the specified Reflection Color.

Refraction Color - Specifies the environment color for refractions.

Refraction Texture - Lets you choose an environment texture for refractions. Note that if present, the texture overrides the specified Refraction Color.

 

 

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Only the input for Background Color and Background Texture will be represented in the viewport. All other inputs will be applied at render time.

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Misc


 

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Preview Scale - Specifies the sorting priority of the SkySphere in the viewport. Values smaller than 1 will make the SkySphere render in front of other Actors that use Environment Spheres (e.g. VRayLightDome)

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