Just wanted to list out a handful of random questions we've come up with since we started using v-ray for unreal:
1. Will v-ray's light bake work when using different sublevels as lighting scenarios? We use lighting scenarios in most of our projects to cycle through options with built lighting, when I test this it looked like the lightmaps all baked normally but then it stopped and they weren't loaded into the build data and the next light scenario never started, not sure if this was an issue on our end or if it's an unsupported feature.
2. Is there a way to better control the lightmap resolution sizes of all the geometry that's imported with v-ray? I've tried tweaking the min max range thats set to 0 and 1 by default in the import dialog box but the actual range always ends up between 16 and 1024, I want the range to be 64 and 1024. (It's not that big of a deal to switch them with the bulk edit feature...but it would be nice if I could skip that step)
3. Is there any kind of reimport feature like in datasmith? It seems like it would be possible if everything is being saved out as a vrscene file...is there a way to reload that file and have it update the geometry and materials in the scene?
4. Are there any known issues with using v-ray's light bake when using source control connected to perforce?
5. Is there a way a start a v-ray bake without using your computer as the host? Unreal's swarm has a feature that allows you to turn off the host computer from computing so only the other swarm agents are working.
So far we're really happy with the quality v-ray brings to unreal! At the moment we don't have any use for rendering out raytraced images (we still just use max) or using IPR in unreal...The most useful thing by far is the material conversion and the v-ray bake!
Thanks in advance for any help
Tyler
1. Will v-ray's light bake work when using different sublevels as lighting scenarios? We use lighting scenarios in most of our projects to cycle through options with built lighting, when I test this it looked like the lightmaps all baked normally but then it stopped and they weren't loaded into the build data and the next light scenario never started, not sure if this was an issue on our end or if it's an unsupported feature.
2. Is there a way to better control the lightmap resolution sizes of all the geometry that's imported with v-ray? I've tried tweaking the min max range thats set to 0 and 1 by default in the import dialog box but the actual range always ends up between 16 and 1024, I want the range to be 64 and 1024. (It's not that big of a deal to switch them with the bulk edit feature...but it would be nice if I could skip that step)
3. Is there any kind of reimport feature like in datasmith? It seems like it would be possible if everything is being saved out as a vrscene file...is there a way to reload that file and have it update the geometry and materials in the scene?
4. Are there any known issues with using v-ray's light bake when using source control connected to perforce?
5. Is there a way a start a v-ray bake without using your computer as the host? Unreal's swarm has a feature that allows you to turn off the host computer from computing so only the other swarm agents are working.
So far we're really happy with the quality v-ray brings to unreal! At the moment we don't have any use for rendering out raytraced images (we still just use max) or using IPR in unreal...The most useful thing by far is the material conversion and the v-ray bake!
Thanks in advance for any help
Tyler
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