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This page provides information on the V-Ray light bake process with V-Ray for Unreal.
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Overview
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UI Paths
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Bake Settings
Below are mentioned all the settings and parameters that modify the quality of the V-Ray Bake from the V-Ray Bake Settings tab and the V-Ray Settings tab.
V-Ray Bake Settings Tab
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If you have Export EXR optionenabled before the bake afterwards you can rebake only selected actors without the need to bake the whole level. After the initial bake you can copy the .exr files from the directory specified in Export EXR Path to the directory specified in Override Light Maps Path. After you made your modifications to the actors (e.g. increase Lightmap resolution) enable Override Light Maps option and then delete the appropriate .exr files (<StaticMeshActor_Name>.exr) from the directory specified in the Override Light Maps Path. When you click the V-Ray Bake button the lightmaps for the actors will be loaded from the Override Light Maps Path folder and only the Actors that do not have according .exr files will be baked. |
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You can use the Export EXR and Override Light Maps options to have a resumabe lightbake. When Export EXR is enabled after each successful atlas bake .exrs are saved in Export EXR Path directory. In cases of a crash or something else you will not lose your progress. Just copy the .exr files from the directory specified in Export EXR Path to the directory specified in Override Light Maps Path and enable the Override Light Maps option. When you click the V-Ray Bake button the baked .exr lightmaps will be loaded from the Override Light Maps Path folder and the bake will continue from when it has stopped. |
V-Ray Settings Tab
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Process Atlases
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Bake Progress
The V-Ray Bake button has five states depending on the process that is currently running:
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Usage Examples
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