Explore the rendering workflow in V-Ray Next for Unreal, the game-changing render engine offering offline and real-time photographic rendering.
Overview
Syllabus
Introduction
- Creating renders using V-Ray in Unreal
- Software versions used in this course
- The 3ds Max project structure
- Gamma and units setup
- Checking out the 3ds Max scene that we will be using
- Handling UVs correctly
- Exporting the VR scene
- Unreal project setup
- V-Ray in the Unreal UI
- Workflow choices
- Working with our camera settings
- Checking the imported materials, part 1
- Checking the imported materials, part 2
- Rendering what we have
- An introduction to lighting with V-Ray
- The sun and sky blueprint, part 1
- The sun and sky blueprint, part 2
- The light dome blueprint, part 1
- The light dome blueprint, part 2
- The light rectangle blueprint
- Light behavior basics
- Working with the GI engines
- Material choices when using V-Ray in Unreal Engine 4 (UE4)
- The V-Ray material instance asset
- The VRayMtl
- The VRayCarPaintMtl
- The V-Ray physically based rendering (PBR) Mtl
- Creating basic materials
- Using external materials
- Image sampling explained
- Using the common settings
- V-Ray performance settings
- Render elements explained
- Pipeline decisions
- Render elements workflow
- Rendering the desired elements
- Compositing the elements in After Effects
- UI overview
- The color correction controls
- Using the history tool
- Interactive lens FX
- Getting ready for light baking
- Creating our first light bake
- Tweaking bake quality
- Finishing touches
- Next steps
Taught by
Brian Bradley