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Baking materials to Textures for Arch Viz optimisation on UE4

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  • Baking materials to Textures for Arch Viz optimisation on UE4

    Will it be a viable method to bake the materials onto a texture to save texture memory bearing in mind I will be using VRAY camera to render on UE4 and a HDRi dome for my light. I'm not sure if this will look so great when I proceed with the final production render and fly through. Also is it a necessity to UVW unwrap my models for UE4 because I've only applied a UV map so I wanted to know if this will cause issues with light bleeding or light issues in general?

  • #2
    Hello,

    If there are materials, which are using maps that are not currently supported in V-Ray for Unreal like Composite (Composite, VRayComposite, Mix, etc.), color correction (Output, ColorCorrection, etc.) and procedural (VRayDirt, VRayDistance, Falloff, Noise, Cellular, etc.) should be baked, where possible.
    The light baking process requires that all objects in the scene must have clean unique UV mapping. You can find out more about preparing a project for light baking and supported features in our documentation.
    https://docs.chaosgroup.com/display/...Light%20Baking
    https://docs.chaosgroup.com/display/...portedFeatures

    Best Regards,
    Martin Minev
    Chaos Group Support
    Martin Minev | chaos.com
    Chaos Support Representative | contact us

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