I usually import .vrscene models and VRay lights from 3ds Max into UE4 for VRay Light Bake, and then assign Unreal materials to the objects.
I wonder if I can do the materials (VRay) in 3ds Max as well, and then export the whole scene ready for light bake? Is that possible?
Does UE4 convert VRay materials to Unreal materials, so that the engine can process Base Color, Reflection, etc. for real-time navigation?
Dear Aleksander,
what about the different BRDFs that Vray supports: Blinn, Phong, Ward, GGX? Are they converted differently?
I currently have a scanned material that uses GGX for the scan and thus the glossiness level is different from a model with Blinn/Phong or Ward.
The material appears not glossy enough in Unreal then. Only if I increase the glossiness, it looks right again.
Are there any plans to compensate for different BRDFs during import/conversion?
Cheers
Robert
Hi Robert, Currently we do not convert the different BRDFs differently and there is no plan to do so. I will add it in the To Do list and will inform you when we start development for that feature. Best regards. Alexander