Hello everyone,
Thanks for the responses and the time you invested to give our beta a try. I’ll try and answer as best as I can here.
To make things easier for us I would like to ask you to direct your questions in one place - preferably the forums at Chaos Group. Thank you!
We have updated the docs pages to include the part that textures have to have their “source file” path set correctly:
https://docs.chaosgroup.com/display/VRAYUNREAL/Intro+to+V-Ray+for+Unreal+QuickStart
Currently only V-Ray materials are supported. Rendering UE materials is on the “To do” list.
Some of our customers want to render a ray traced version of their UE projects to get better lighting/reflections/refractions.
Yes, this is the UE light bake. While we fully support the lighting UE and Lightmass produce, we are also working towards baking the lighting with V-Ray as a replacement of the Lightmass’ result.
You are correct in that we are using the native UE shading system to represent the V-Ray materials. This way you can keep the high frame rate that you usually go for in a real time engine.
We also transfer the materials in a material instance that:
- Allows faster interactive changes without much recompilation.
- Keeps the original V-Ray material under the hood, so when you do a V-Ray rendering it is reused. This way you get the same look as the one you started with.
Yes, at the moment only V-Ray materials are supported. We are looking into rendering UE materials and we will update you when we have more info on that.
Best regards,
Simeon