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Vlado vray
Vlado vray









Reflections are separate and are realtime.

vlado vray

so this will cut a hefty portion out of the time it takes to do what I just described because im in a single software for lighting and texture baking (not lightmap) Texture baking (baking GI, and bounce lighting into the texture, including lighting. The models look identical inside of UNREAL, BUTthey are now REAL TIME so I can walk around a room or use VR to look around. At the moment my pipeline is build and stage everything in Maya, including textures, Vray materials and lights - Render scene until it looks perfect… BAKE all materials based on those lights and materials inside of Maya Vray - bring all that stuff into UNREAL - dont use any lights at all (because they are all prebaked, including shadows and prestine V-Ray Ray Traced GI, bounced lighting and Ambient occlusion. I saw the demo at Siggraph… Im a MAYA VRAY guy, and Unreal guy.

vlado vray

etc… So to do some good looking render in UE would be more work like doing 2 more scenes in classic Max/Vray workflow.

vlado vray

What makes it different to make it in Unreal? Not to mention, that some scenes in Max are pretty heavy on geometry, so putting it into Unreal is not just the copy/paste thing… Also you always need to prepare the geometry, optimize it, it should be properly UV-ied, etc. And now you can even play with the RT mode, etc. If I have some scene ready in Max, you can do the render anytime you want. This means that you can create your scene in max import the VRscene into unreal having all the light placements and shaders survive and if the client needs a last minute render you can render it in Vray straight from your ue4 project. That puts hours or days onto a production.

vlado vray

If you are already creating a scene in max, maya, rhino etc for stills and animated video output and then have to take that scene into ue4 redo all your shaders and lighting etc. Not really, would be great for the Arch Viz pipeline.











Vlado vray