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Some VRay materials are imported pitch black in Unreal

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  • Some VRay materials are imported pitch black in Unreal

    There are some materials that render fine both in 3ds max viewport and in VRay renderer, but are imported pitch black in Unreal. Why? What's wrong?

    Here's a sample scene: https://1drv.ms/u/s!Ai7C35TDZRs1goISi5-aacuSA2xVNw

    Edit: just realized there are wrong colors as well, notice the blue lining in the purse, that became dark gray in Unreal.
    Last edited by ixiguis; 20-02-2019, 06:28 PM.

  • #2
    Hi, ixiguis

    From the scene that you provided I see that materials are using maps that are not currently supported in V-Ray for Unreal. Composite(Composite, VRayComposite, Mix, etc.), color correction(Output, ColorCorrection, etc.) and procedural(VRayDirt,VRayDistance, Falloff, Noise, Cellular, etc.) maps are not supported and should be baked, where possible, for better import without missing assets. Also Blend materials will only import the Base material. If we detect an unsupported map/texture we will either skip it or try to import the first relevant input.
    If you rework the materials a little and optimize it you will have no problem in the import. You can go from complex and heavy material to a light and simple rather quickly if you use Max's Render Map feature in the material editor. In the screen bellow I optimized the materials which took me around 10-15 min and that imported correctly.
    Click image for larger version

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    We are continuously improving the support for materials and texture so that you will not be required to do much additional work and will have smoother experience. Here is the reworked scene: https://drive.google.com/open?id=1j-...s-4OzePoa8zkxZ

    Best regards,
    Alexander
    Alexander Atanasov

    V-Ray for Unreal & Chaos Vantage QA

    Chaos

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