© Bertrand Benoit

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This page provides details on the V-Ray for Unreal UI and how it is integrated into the Unreal interface.

 

Page Contents

 

Overview


The V-Ray for Unreal toolbar gives you access to all of the settings and options that are available with V-Ray.

 

V-Ray Toolbar


The V-Ray toolbar allows you to render using V-Ray’s Interactive renderer and access the V-Ray Settings tab

 

 

 

 

V-Ray Settings Tab


When you select the Settings button the V-Ray Settings tab will pop up. There you will have access to all options available with V-Ray for Unreal.

 

Common


  • Lock Render Camera/View - When on, locks the render camera from Render from Camera/View .
  • Render from Camera/View - Specifies the view that renders when you click the V-Ray render button.
  • Lock Image Aspect - When enabled locks relation between X and Y of the image.
  • Resolution - Sets the resolution output for rendering.
  • Export VRScene - Enables the export of a vrscene file when you click the V-Ray render button. The vrscene file is saved in Installed_Directory_Unreal\UE_4.XX\Engine\Plugins\VRayForUnreal\Content.
  • Compress - Compresses geometric information so that the resulting .vrscene file is smaller.

 

V-Ray


  • Render Settings
    • Time Limit(Minutes) - Specifies the maximum time (in minutes) for refining the image.
    • Noise Limit - A threshold that determines when to stop refining a pixel. Higher values allow more noise in the image, while lower values try to reduce the noise. A value of 0.0 traces the entire image unconditionally.
    • Sample Limit - Specifies the maximum samples per pixel for refining the image. V-Ray performs adaptive sampling on the image, trying to put more samples into areas that have more noise.
  • Global Illumination
    • GI Engine - Specifies the type of secondary engine. Note that Brute force is always used as primary engine.
    • Brute Force
      • GI Depth - The number of bounces for indirect illumination.
    • Light Cache
      • Subdivs -
      • Sample Size -
      • Retrace -
  • Render Elements
    • Denoiser -
  • Environment -

 

Performance


  • Utilization -
    • Low GPU Thread Priority -
    • Rays Per Pixel -
    • Rays Bundle Size -
    • Trace Depth -
  • Textures -
    • Mode -
    • Max Size -
  • Distributed Rendering