I have understood that the VrayMaterial-conversion to Unreal expects a bitmap in each main mapslot (Diffuse, Reflection, Normalmap, etc.).
More complex material creations that have submaps like Composite, VRayCompTex, Blend, RGB-Multiply, Mix, Checker etc. are disregarded.
But wouldn't it be great to have the ability to connect some of these maps again in Unreal with predefined (blueprinted) map nodes that appear as Vray Plugin content?
But most probably we could create these blueprints ourselves?
Much better would be of course if these submaps would be converted as well, with some limitations maybe or with the option to try to bake these mapnodes into a bitmap first, and if that isn't sufficient, to convert them with shader-math.
Cheers
Robert
More complex material creations that have submaps like Composite, VRayCompTex, Blend, RGB-Multiply, Mix, Checker etc. are disregarded.
But wouldn't it be great to have the ability to connect some of these maps again in Unreal with predefined (blueprinted) map nodes that appear as Vray Plugin content?
But most probably we could create these blueprints ourselves?
Much better would be of course if these submaps would be converted as well, with some limitations maybe or with the option to try to bake these mapnodes into a bitmap first, and if that isn't sufficient, to convert them with shader-math.
Cheers
Robert