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This page provides an overview of the different methods to use materials in V-Ray for Unreal.

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Overview


V-Ray for Unreal incorporates several different means to produce and use materials in Unreal. Materials can come from Unreal itself using the V-Ray Material Instance Asset, “Render material from .vrscene” feature, that enables the use of the original material from the imported vrscene or more powerful and versatile materials, created by external software using V-Ray, and exported as vrscenes that serve as External Material Libraries.

 

V-Ray Material Instance Assets


The V-Ray Material Instance Asset is a material asset which enables you to easily create V-Ray materials in Unreal. For more details see the V-Ray Material Instance Asset documentation.

Render material from .vrscene


This feature enables you to switch between rendering the material that was set in Unreal Engine or the material that was stored in the vrscene file. This gives the possibility to use various and more complex materials that were created outside Unreal but still render ( e.g. Blend materials, Carpaints, Subsurface materials, etc.). For more details see the Render material from.vrscene documentation.

External Material Libraries


If you would like to use a material that is not yet supported, you can take advantage of the functionality to map, by name, Unreal materials to V-Ray materials created with another V-Ray plugin (e.g. V-Ray for Maya, V-Ray for 3ds Max, etc.). In order for this to work, the materials have to be exported as a vrscene file (this would be the EML file). The mapping works by matching the name of a material in Unreal, against the name of a material in the EML file. In addition, the materials in the  EML file need to have a scene_name parameter set. It will be the name to match against a material in Unreal. For more details see the External Material Libraries documentation.