This page provides information on the native Unreal Materials and Material Instances.


Overview



V-Ray for Unreal support the rendering of native Unreal Materials and Material Instances. Materials are used to calculate how light interacts with surfaces. These calculations are done using incoming data that is input to the Material from a variety of images (textures) and math expressions, as well as from various property settings inherent to the Material itself. Each time a change is made in the material it has to recompile which can be very time consuming depending on the complexity of the shading graph. Material instancing is used to change the appearance of a Material without incurring an expensive recompilation of the Material using predefined parameters. For more information on Unreal Materials and Material Instances check the Materials documentation.



Supported Expressions


Below are listed the expressions in the Material Editor that are supported by V-Ray for Unreal.

Native Unreal Materials are supported in Hybrid rendering. Make sure you meet the System Requirements.




Expression NameSupport
AtmosphericFogColor
Expression NameSupport
Constant
Constant2Vector
Constant3Vector
Constant4Vector
DistanceCullFade
ParticleColor
ParticleDirection
ParticleMotionBlurFade
ParticleRadius
ParticleRelativeTime
ParticleSize
ParticleSpeed
PerInstanceFadeAmount
PerInstanceRandom
Time (info)
TwoSidedSign
VertexColor
View Property (info)
Precomputed AO Mask
Expression NameSupport
LightmapUVs
 ObjectRadius
Panner
ParticlePositionWS
Rotator
SceneTexelSize
ScreenPosition
TextureCoordinate (info)
ViewSize
WorldPosition
 
Expression NameSupport
Custom
Expression NameSupport
DepthFade
 PixelDepth
SceneDepth

Expression NameSupport
FunctionInput
FunctionOutput
MaterialFunctionCall
StaticBool
StaticSwitch

Expression NameSupport
BreakMaterialAttributes
GetMaterialAttributes
MakeMaterialAttributes
SetMaterialAttributes

Expression NameSupport
Abs
Add
AppendVector
 Arccosine
ArccosineFast (info)
 Arcsine
ArcsineFast (info)
 Arctangent
 Arctangent2
Arctangent2fast (info)
ArctangentFast (info)
Ceil
Clamp
ComponentMask
Cosine
CrossProduct
Divide
DotProduct
Floor
Fmod
Frac
If
LinearInterpolate
Logarithm10
 Logarithm2
Max
Min
Multiply
Normalize
OneMinus
Power
Round
Saturate
Sign
Sine
SquareRoot
Subtract
 Tangent
Truncate

Expression NameSupport
CollectionParameters
DynamicParameter
FontSampleParameter
ScalarParameter
StaticBoolParameter
StaticSwitchParameter
StaticComponentMaskParameter
VectorParameter
TextureObjectParameter
TextureSampleParameter2D
TextureSampleParameterSubUV
TextureSampleParameterCube
TextureSampleParameterMovie

Expression NameSupport
DynamicParameter
ParticleColor
ParticleDirection
ParticleMacroUV
ParticleMotionBlurFade
ParticlePositionWS
ParticleRadius
ParticleRelativeTime
ParticleSize
ParticleSpeed
SphericalParticleOpacity
ParticleSubUV

Expression NameSupport
LanscapeLayerBlend
LandscapeLayerCoords
LandscapeLayerSwitch
LandscapeLayerWeight
LanscapeVisibilityMask

Expression NameSupport
FontSample
SceneColor
SpriteTrextureSampler
TextureObject
TextureSample
TextureProperty

Expression NameSupport
AntialiasedTextureMask
BlackBody
BumpOffset
ConstantBiasScale
DDX (info)
DDY (info)
DepthOfFieldFunction
Desaturation
Distance
DistanceFieldGradient
DistanceToNearestSurface
FeatureLevelSwitch
Fresnel
GIReplace
LightmassReplace
Noise
PreviousFrameSwitch
QualitySwitch
RayTracingQualitySwitch (info)
RotateAboutAxis
SphereMask
Vector Noise

Expression NameSupport
ActorPositionWS
CameraPositionWS
CameraVectorWS
DeriveNormalZ
LightVector
ObjectBounds
ObjectOrientation
ObjectPositionWS
ParticlePositionWS
PixelNormalWS
Pre-Skinned Local Normal
Pre-Skinned Local Position
ReflectionVectorWS
Transform
TransformPosition
VertexNormalWS



If the Coordinate Index in the TextureCoordinate node in a material is set to a certain value and the material is applied to a Static mesh that doesn't have a corresponding UV channel, then that mesh will not render correctly in V-Ray. For example, the Coordinate Index in a material that is applied to a static mesh is set to 3 but the mesh has only 2 UV channels then the render result will be inaccurate.


Supported Material Inputs, Blend Modes and Shading Models


Below are listed all inputs, Blend modes and Shading models in the Material Editor that are supported by V-Ray for Unreal.


Inputs
Base Color

Metallic

Specular

Roughness

Emissive Color

Opacity

Opacity Mask

Normal

World Position Offset

World Displacement

Tessellation Multiplier

Subsurface Color

Clear Coat

Clear Coat Roughness

Ambient Occlusion

Refraction

Pixel Depth Offset

Shading Model

ClearCoatBottomNormal




Blend Modes
Opaque

Masked

Translucent

Additive

Modulate

Alpha Composite




Shading Modes
Unlit

Default Lit

Subsurface

Preintegrated Skin

Clear Coat

Subsurface Profile

Two Sided Foliage

Hair

Cloth

Eye