Hello! We have been attempting to evaluate V-Ray for Unreal, when at the moment we mostly use V-Ray for 3dsMax. We needed some clarifications on a few topics:
Thanks in advance!
- The main V-Ray for Unreal product page says "Simply create your scene using V-Ray and your favorite 3D application (3ds Max, Maya, SketchUp) and export it when you’re done. Then import the file into Unreal to explore it in real-time, virtual reality, and more." However, from initial tests just 'exporting the scene' from 3dsMax and importing into Unreal seems to give us blank materials on Unreal engine. Was there a mistake on our end? Should the scene, necessarily, be prepared before exporting in some way, or is it supposed to be usable in Unreal like that?
- If I am to "treat" a V-Ray for 3dsMax scene to use in V-Ray for Unreal, my understanding is that the recommended workflow is to use the "V-Ray Material Optimizer" to simplify the materials into textures with baking, then exporting the scene as a .vrscene file, and importing it into Unreal. Is that correct? If not, what would be the proper way to convert a 3dsMax scene to use it with V-Ray for Unreal? Are there any other manual steps we should follow?
- When testing the Material Optimizer script, several scenes have shown issues executing the script, either staling, crashing Max (usually on scenes with extremely high polygon counts), or displaying incorrect results (improper UVs or baking). Are there any known limitations to the script or anything that could cause these incorrect behaviors? Do scenes need to be prepared in any way to make use of this script or is it supposed to work regardless?
- What versions of 3dsMax are compatible with the Optimizer Script? From initial tests on our end, it seems like it's not compatible with 3dsMax 2023, for example. On 2023, the script UI starts, but pressing the 'Process Objects' button doesn't seem to do anything.
- At the moment, the Material Optimizer seems to be exclusively usable through the UI, which is a very manual process overall. Is there any way to integrate it into a MaxScript for batch/automated usage?
- When we attempt to use the V-Ray Material Optimizer to just optimize/bake the materials without unwrapping, the tool is supposed to bake the materials, correct? However, it seems like nothing is done at all, other than the creation of a "VRayMtlOptimizerAmbientLight". No optimized file version is created, and no materials are baked. The output log file says the same, too, only displaying the creation of the new light. Is there anything within a scene that could cause the Optimizer/Baking not to work in case we don't do Unwrapping + Optimizing at once?
- Once I have the .vrscene scene exported from Max, imported and working correctly on Unreal, is there any way to export it to, for example, GLTF or FBX? Just attempting to export a .vrscene from Unreal seems to save the VRayMtls as is, without any sort of conversion to real-time compatible materials. I imagine this would have to be done manually, then?
Thanks in advance!
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