I'm just starting out evaluating Vray for Unreal and am trying to quickly understand best workflows. Is it a bad idea to use Substance plugin materials, or do these need to be baked down before exporting? I've noticed that for example color correction nodes are undesirable and needs to be baked to simplify the material, but my workflow is more and more substance based so this seems to be quite a hurdle to have to do with all materials.
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Using Substance materials in the exported vrscene?
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Hi, Nicinus
Is it a bad idea to use Substance plugin materials, or do these need to be baked down before exporting? I've noticed that for example color correction nodes are undesirable and needs to be baked to simplify the material
Best regards,
AlexanderAlexander Atanasov
V-Ray for Unreal & Chaos Vantage QA
Chaos
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Thanks Alexander,
about automating, and realizing that it has an artistic aspect, but is there any way that the importer could do a first pass on placing these shiny reflection balls? I mean we know which materials are shiny and the initial camera direction, right?
Or will this this be less of a problem as ray tracing develops in 4.23 and onwards?
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Hi, Nicinus
By "shiny reflection balls" you probably mean the reflection capture probes. I will log that as a request. Maybe that step won't be necessary in future versions of Unreal (where ray tracing is enabled by default) but now you have to enable the ray tracing for each project and if you do not have a good graphics card to run that ray tracing, you will need those reflections probe.
Best regards,
AlexanderAlexander Atanasov
V-Ray for Unreal & Chaos Vantage QA
Chaos
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