I have a client who wishes a “vr version” of some stylised promotional material we have done. the stuff uses a specific treatment which is based on a style guide from client.
I have explained that it probably wont be possible to match the look 100%, either in vr panoramas or realtime VR.
in any case id like to try exporting a scene to unreal via vray and see how it copes translating the scene into unreal shaders. i dont hold up much hope as the shading setup is simple, but non standard.
i saw the “supported features” list, but its quite difficult to interpret never having used unreal.
our setup has no lights in it.. scene makes extensive use of vraylightmaterial/self illumination, mapped with falloff maps and screen-mapped textures. it also used vraytoon environment effect.
im guessing vraytoon i can forget about as a simple translation… but the rest?
Hi super gnu,
VRayLightMaterial, Self-Illumination are supported including falloff maps but not in all cases. Screen mapped textures and VRayToon are not supported. However if you would send a simple sample scene with your material setups and the expected result I can take a look at it and test where issues could occur.
Best regards,
Alexander
thanks, ill package up one of the simpler scenes and fire it over… support@chaosgroup?
Yes, please send it using the forms from here: https://support.chaos.com/
Best regards,
Alexander
ok i have submitted a scene/ticket.
Hi super gnu,
I have checked the scene and can say the following:
- the falloff will not import correctly
- the texture in screen space will not be set and mapped to the viewport space as it is not implemented in the VRayMtl
- the outline effect will not import
- if there are animated objects (translated/rotated/scaled or deformed) will not be import as such
Overall I suggest the shaders and effects be made entirely inside UE and the geo be imported be it with V-Ray or Datasmith. But the entire project and final result requires more that basic (at least an intermediate) knowledge level of UE’s functionalities.
Best regards,
Alexander
ok, it is as i suspected.. in any case we have decided to go with a spherical video based solution… getting up to speed with UE during a live project seems a little…optimistic.