© Bertrand Benoit

Table of Contents

You are viewing an old version of this page. View the current version.

Compare with Current View Page History

« Previous Version 29 Next »

This page provides an overview of the V-Ray Material Instance Asset and its use.

Table of Contents



Overview


The V-Ray Material Instance Asset is a material asset that enables you to easily create V-Ray materials in Unreal.

 

Material Instances  are used in favor of Materials because they provide less compilation times, immediate interaction and are more optimized. Some features (e.g. using a texture) are implemented using static switches check boxes and will require additional compilation. However these are small and usually quick to compile.

 


VRay Material Instance Setup


The V-Ray Material Instance Asset can be created from two different places:


 

  • In the Content Browser > Add New > V-Ray > VRay Material Instance
  • In the Content Browser > Right Mouse Button click > V-Ray > VRay Material Instance

 




 

 

 

After a VRay Material Instance Asset is created in the Content Browser you can choose which V-Ray material will be its parent. Double click the newly created material and at the bottom of the asset editor, in the General section, click the Parent slot and set one of three V-Ray materials:

 

  • VRayMtl - a very versatile material that can easily be set up to simulate a huge variety of surfaces from plastics to metals to glass and more by adjusting a handful of parameters. For more details see the VRayMtl documentation.
  • VRayCarpaintUberMtl - a material that simulates metallic car paint. For more details see the VRayCarpaintMtl documentation.
  • VRayPBRMtl - The VRayPBRMtl enables you to use the PBR workflow with V-Ray, similar to the one in Unreal. For more details see the VRayPBRMtl documentation.

Was this helpful?