![]() ![]() V-Ray for Unreal will still import the original complex material as metadata. Due to this process, the appearance of materials can change. To ensure V-Ray materials and textures are optimized and easy to edit in Unreal, some estimation takes place on import, and materials in the vrscene are simplified to a single VRayMtl in Unreal. Check for objects with unnecessary high polycount: the usual suspects are flat objects like rugs or tabletops. To achieve a truly immersive experience you need to keep your frame rate high, and one of the best ways to achieve this is to minimize the polycount of your scene. Then, you can optimize the quality of the performance of your real-time project. Check and fix any overlapping faces, flipped normals and T-vertices, as such problems may produce undesired visual artifacts in real-time. It’s a good idea to check your scene before you transfer it to Unreal Engine. Now that you’ve taken care of possible ray-trace to real-time consistency issues, you can focus on achieving the best possible quality for your projects as you present them in real-time and VR. We also recommend you disable Ambient Occlusion from the Lighting component menu. First, make sure you disable Unreal Engine’s post-process components to leave only Postprocess Material. ![]() Let’s look at what you can do to maintain consistency when you transfer your work to Unreal Engine with V-Ray for Unreal. So far we’ve applied all necessary optimizations to ensure visual parity between the ray-traced projects and their real-time equivalents, while still working on them with V-Ray for 3ds Max and SketchUp. ![]() Lightbulb moments: the Unreal Engine tweaks you need to know
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