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    Vray for Unreal Engine

    Awesome news.

    https://www.facebook.com/cgarchitect...78559248912450

    #2
    Great news!

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      #3
      If they go through, we can finally bypass lightmass baking with that of Vray's and we can finally see some decent bakes with proper GI distribution in engine.
      Looking forward to this.

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        #4
        This is cool!!!!! So will VRay be an alternative render engine to Lightmass?

        ..and btw whatever happend with Octane for UE4 ? Did they scrap it in order to do Octane for Unity... hm..

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          #5
          Read the slides--what they're adding is the ability to render an image within Unreal using Vray, but baking lighting isn't something they will have implemented and would be a possible future update but no guarantee.

          Comment


            #6
            Originally posted by darthviper107 View Post
            Read the slides--what they're adding is the ability to render an image within Unreal using Vray, but baking lighting isn't something they will have implemented and would be a possible future update but no guarantee.
            Reading through it again yes perhaps...

            Although I don't really see the point of just rendering using Vray in UE, I mean that can easily be done offline with far better tools, but if they mean to render and compare? Still confusing as how this would be useful really... The lightmass replacement would be the single most beneficial part of such an implementation anything else for me is a question mark.

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              #7
              It's probably a first step

              Comment


                #8
                Aside from rendering, I am excited to see .vrscene import and whether more material properties survive from a given VRay platform; Max, Rhino, Revit, Sketchup, etc.
                Jonah Hawk
                Associate Partner
                Design Visualization
                ZGF Architects LLP
                Portland - Seattle - LA - DC - NYC - Vancouver, BC
                Architect 50 #1

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                  #9
                  Originally posted by darthviper107 View Post
                  Read the slides--what they're adding is the ability to render an image within Unreal using Vray, but baking lighting isn't something they will have implemented and would be a possible future update but no guarantee.
                  so it will be useless ...

                  Comment


                    #10
                    Not really, would be great for the Arch Viz pipeline. If you are already creating a scene in max, maya, rhino etc for stills and animated video output and then have to take that scene into ue4 redo all your shaders and lighting etc. That puts hours or days onto a production. This means that you can create your scene in max import the VRscene into unreal having all the light placements and shaders survive and if the client needs a last minute render you can render it in Vray straight from your ue4 project. I give this a thumbs up

                    Comment


                      #11
                      Originally posted by Malachi93 View Post
                      Not really, would be great for the Arch Viz pipeline. If you are already creating a scene in max, maya, rhino etc for stills and animated video output and then have to take that scene into ue4 redo all your shaders and lighting etc. That puts hours or days onto a production. This means that you can create your scene in max import the VRscene into unreal having all the light placements and shaders survive and if the client needs a last minute render you can render it in Vray straight from your ue4 project. I give this a thumbs up
                      Well I just don´t get it. If I have some scene ready in Max, you can do the render anytime you want. And now you can even play with the RT mode, etc. What makes it different to make it in Unreal? Not to mention, that some scenes in Max are pretty heavy on geometry, so putting it into Unreal is not just the copy/paste thing.. Also you always need to prepare the geometry, optimize it, it should be properly UV-ied, etc. etc... So to do some good looking render in UE would be more work like doing 2 more scenes in classic Max/Vray workflow.

                      Comment


                        #12
                        Unlikely, given that it's not something that can be adapted for real-time applications. Vray at least could be used to bake lighting someday but you can't use PhoenixFD to simulate things in-game. Alternately, there's ways to render something like that and play it in a particle system in UE4, it just won't be dynamic.
                        But--Nvidia has a realtime voxel simulator so there's an alternative.

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                          #13
                          You can adapt a way to render it but you can't simulate it fast enough.

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                            #14
                            I'd love to be able to use this vray plugin to render out vray passes for Nuke.

                            Would really up the possibilities of using Unreal as a renderer.

                            Comment


                              #15
                              I asked Vlado from Chaosgroup if he would disclose a little more about the direction Vray for UE4 will be going. But for the moment it doesn´t seem he want to disclose more than what is seen on the slides. It´s also a very early stage so I respect that. But as a Vray User since the beginning there is one thing I can say for sure. Everything Chaosgroup starts usually turns into a rock solid, really good product.

                              The slides also mention a potential baking system to replace lightmass in the future. This would be the most important feature to me. Replacing lightmass with a modern renderer.

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