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V-Ray for Unreal (render and bake) works with the following lights:
- UE Lights - Point, Spot, Rect, Directional (Skylight is not supported)
- V-Ray Lights BP - VRaySunAndSky, VRayLightRect, VRayLightDome
I guess .. I still need some clarification about the Vray Bake option and the built in Raytracing inside of the new UE4.
If I am going to use Vray as my main raytracer, and let's say.. for RealTime Animation I am going to use the Unreal Raytracer.
Do I still need to bake with Vray?
If I am going to use the Unreal/Nvidia Raytracer for GI, AO, Reflections and Translucency... well.. why would I need to bake anything?
Right? .. it's time ... for a drink... damm....
If I am going to use Vray as my main raytracer, and let's say.. for RealTime Animation I am going to use the Unreal Raytracer.
Do I still need to bake with Vray? If I am going to use the Unreal/Nvidia Raytracer for GI, AO, Reflections and Translucency... well.. why would I need to bake anything?
No, you can go without any sort of bake in these circumstances. You can skip the unwrapping as well. However this will require high end hardware for you go fully raytracing. As jasonhuang1115 mentioned in the other post (Raytracing & Baking?) :
If your hardware and scene and afford raytrace everything and be performant, then heck yeah raytrace everything
The baking process is to take the load of the computing and calculations from the GPU and that you can have a reasonable frame rate in the viewport.
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