This page provides information about .vrscene format in V-Ray for Unreal.

Page Contents ×

 

Overview


VRayScene allows for assets to be shared between all platforms that run V-Ray. It loads a previously saved .vrscene file into V-Ray for Unreal and supports rendering geometry and materials.

For a step by step guide on how to import and use a .vrscene file, see the Intro Importing .vrscene QuickStart page.

 

Importing a .vrscene


The .vrscene file can be loaded from Unreal's Content Browser > Import button or with a drag and drop from Windows Explorer. The V-Ray Scene Import Options window opens.

Current vrscene – Shows the vrscene's path that is being imported.

VRay Scene Import Settings

Create Assets – Enables the creation of static meshes, materials and textures in the Content Browser.

Treat Y-axis for Up Vector – Enable this if your vrscene was generated from a software that has its Y-axis set as an up vector (e.g. Maya)

Use Full Proxy Mesh – When enabled, proxies will be imported as static meshes.

Create Actors – Enables the creation of actors in the level. When disabled, Create Nodes, Create Lights and Create Cameras are also disabled.

Create Nodes – Enables the creation of static meshes in the level.

Create Lights – Enables the creation of lights in the level.

Create Cameras – Enables the creation of cameras in the level.

Reimport Behavior

 Update Existing –When enabled, detects and applies changes to existing assets and actors.

 Delete Unreferenced Actors –When enabled, detects deleted static mesh nodes from the vrscene and automatically deletes linked actors in the current level.

Light Map Options

Build Lighting – When enabled, the Build Lighting Only command is executed at the end of the import phase and Unreal begins lightmap baking.

Big Resolution – Specifies the maximum number of big resolution (2048) lightmaps that can be set in the level (e.g. multiplier of 1 will result in 2 meshes that will have a lightmap resolution of 2048; multiplier of 2 will result in 4 meshes that have lightmap resolution of 2048).

Small Resolution – Specifies the multiplier for the number of low resolution (16) lightmaps that can be set in the level (e.g. multiplier of 0 will set the minimum lightmap resolution of a mesh to 8; multiplier of 1 will set the minimum lightmap resolution of a mesh to 16).

 

The import process can be automated using python scripting. You can check the Automated .vrscene Import page for more details.

 

 


 

  When the import process starts you can cancel it anytime by clicking on the Cancel button bellow the progress bar. If you canceled the import midway, anything that has already been processed will be populated in the Content Browser.

 

 


 

  You can reimport a .vrscene from inside Unreal's Message Log. If you click on the Re-import button the V-Ray Scene Import Options window opens where you can modify the import settings.


Window menu > Developer Tools> Message Log> V-Ray Scene Importer> Re-import

 


Importing displaced/smoothed meshes


When there is a displaced/smoothed mesh in your .vrscene a VRaySceneStaticMesh actor is created in the level. Inside the Details panel of the Actor is a Use VRay Scene Data checkbox. This checkbox enables the use of the static mesh data extracted from the .vrscene imported file at render time. In the Advanced section below the Static Mesh input is the extracted VRay Scene Data of the imported .vrscene file describing the displaced/smoothed mesh.

You can modify parameters and values in it to change, for example, the amount of the displacement or the shift amount.

 
 

 

Exporting a .vrscene


To export a .vrscene from the current Unreal project, navigate to the V-Ray Settings window > Common rollout > Advanced.

Export VRScene – Enables the export of a .vrscene file when the V-Ray render button is clicked.

Export VRScene Path – Directory where the .vrscene file is saved with the file name output.vrscene. Default directory is <Unreal_install_path>\UE_4.XX\Engine\Plugins\VRayForUnreal\Content 

Compress – Compresses geometric information when Export VRScene is enabled, thus making the resulting .vrscene file is smaller.

Include Vrscene – Specifies a .vrscene file with various setting to be applied at render. For advanced users that are familiar with the .vrscene file structure.

 

 

In the the .vrscene format, all static meshes are considered actors in Unreal. Make sure to assign all supported materials directly to the actor, instead of the static mesh. 

Supported Features



Importing vrscene files
Cameras

3ds Max Physical Camera:

  • Film/Sensor - Preset; Width
  • Lens - Focal Length; Specify FOV; Aperture; Custom Focus Distance
  • Shutter - Type 1/seconds; Duration
  • Exposure Gain - Manual
  • White Balance Custom

VRay Physical Camera

Focus Distance; Target Distance; Field of view; Film gate; Focal length; Film Speed (ISO); F-number; Shutter speed(s^-1); Exposure; Custom White balance; (plus) NEW Near Clipping Plane
Geometry
  • Triangle meshes
  • VRayProxy - initial support, no animated meshes
  • UV channels 0, 1, 2, 3
  • Initial support for displaced/smoothed meshes
Lights
  • Standard
    • Spotlight - Light - On/Off; Shadows - On/Off; Multiplier; Decay type - None, Inverse Square; Hotspot; Falloff
    • Omni - Light - On/Off; Shadows - On/Off; Multiplier; Decay type - None, Inverse Square
    • Direct - Light - On/Off; Shadows - On/Off; Multiplier
  • Photometric
    • Photometric web - Light - On/Off; Shadows - On/Off; Photometric Web profile; Filter Color; Intensity in lumens
  • V-Ray
    • Dome light - Light - On/Off; Units - Default image; Multiplier; Color; Texture
    • Sphere light - Light - On/Off; Color; Temperature; Units - Default image, Luminous power; Multiplier; Cast Shadows - On/Off
    • Rectangle light - Enabled - On/Off; Light color; Temperature; Intensity multiplier; Units - Default image, Lumens;   Directional; Shadows - On/Off
    • IES light - Enabled - On/Off; IES file; Cast shadows - On/Off; Color; Temperature; Intensity type - lumens
    • Sun - Enabled - On/Off; Turbidity; Sky model - Hosek et al.
Materials
  • VRayMtl
  • VRay2SidedMtl
  • VRayBumpMtl
  • VRayLightMtl
Textures 
  • Bitmap
  • VRayHDRI
  • VRayNormalMap

Textures with file format:

  • .bmp
  • .png
  • .tga
  • .jpg
  • .hdr
Other
  • 3ds Max Exposure Control
  • VRay Exposure Control
Importing vrscene files
Cameras

VRay Physical Camera

  • Focus Distance; Target Distance; Field of view; Film gate; Focal length; Film Speed (ISO); F-number; Shutter speed(s^-1); Exposure; Custom White balance; (plus) NEW Near Clipping Plane
Geometry
  • Triangle meshes
  • VRayProxy - initial support, no animated meshes
  • UV channels 0, 1, 2, 3
  • Initial support for displaced/smoothed meshes
Lights
  • V-Ray
    • Dome light - Light - On/Off; Units - Default image; Multiplier; Color; Texture
    • Sphere light - Light - On/Off; Color; Temperature; Units - Default image, Luminous power; Multiplier; Cast Shadows - On/Off
    • Rectangle light - Enabled - On/Off; Light color; Temperature; Intensity multiplier; Units - Default image, Lumens; Directional; Shadows - On/Off
    • IES light - Enabled - On/Off; IES file; Cast shadows - On/Off; Color; Temperature; Intensity type - lumens
    • Sun - Enabled - On/Off; Turbidity; Sky model - Hosek et al.
Materials
  • VRayMtl
  • VRay2SidedMtl
  • VRayBumpMtl
  • VRayLightMtl
Textures 
  • File
  • Gamma

Textures with file format:

  • .bmp
  • .png
  • .tga
  • .jpg
  • .hdr
Other
  • VRay Exposure Control

Rendering
Cameras

Unreal

  • Camera Actor - Transformations
  • Cine Camera Actor - Transformations
Geometry
  • Static Meshes
  • Blueprint Actors with Static Meshes
  • Foliage
Lights
  • Point Light - Intensity; Light Color; Intensity Units - Unitless, Candelas, Lumens; Source Radius; Affects World; Cast Shadows; Use Inverse Squared Falloff; Specular Scale
  • Spot Light - Intensity; Light Color; Intensity Units - Unitless, Candelas, Lumens; Inner Cone Angle; Outer Cone Angle; Source Radius, Affects World; Cast Shadows; Use Inverse Squared Falloff; Specular Scale; IES Texture
  • Rect Light - Intensity; Light Color; Intensity Units - Unitless, Candelas, Lumens; Source Width; Source Height; Affects World; Cast Shadows
  • Directional Light - Intensity; Light Color; Affects World; Cast Shadows; Light Source Angle
Materials

Supported expressions:

  • Constant
    • Constant
    • Constant2Vector
    • Constant3Vector
    • Constant4vector
    • Time
    • TwoSidedSign
    • VertexColor
    • ViewProperty
  • Coordinates
    • ObjectRadius
    • Panner
    • Rotator
    • ScreenPosition
    • TextureCoordinate
    • WorldPosition
  • Depth
    • PixelDepth
  • Functions
    • FunctionInput
    • FunctionOutput
    • MaterialFunctionCall
    • StaticBool
    • StaticSwitch
  • Material Attributes
    • BreakMaterialAttribute
    • (plus) NEW - GetMaterialAttributes 
    • MakeMaterialAttribute
    • (plus) NEW - SetMaterialAttributes
  • Math
    • Abs
    • Add
    • AppendVector
    • Arccosine
    • ArccosineFast
    • Arcsine
    • ArcsineFast
    • Arctangent
    • Arctangent2
    • Arctangent2fast
    • ArctangentFast
    • Ceil
    • Clamp
    • ComponentMask
    • Cosine
    • CrossProduct
    • Divide
    • DotProduct
    • Floor
    • Fmod
    • Frac
    • If
    • LinearInterpolate
    • Logarithm2
    • Max
    • Min
    • Multiply
    • Normalize
    • OneMinus
    • Power
    • Round
    • Saturate
    • Sign
    • Sine
    • SquareRoot
    • Subtract
    • Tangent
    • Truncate
  • Parameters
    • ScalarParameter
    • StaticBoolParameter
    • StaticSwitchParameter
    • VectorParameter
    • TextureObjectParameter
    • TextureSample2DParameter
  • Texture
    • TextureObject
    • TextureSample
  • Utilities
    • BumpOffset
    • ConstantBiasScale
    • DDX
    • DDY
    • Desaturate
    • Distance
    • Fresnel
    • RotateAboutAxis
    • SphereMask
  • VectorOps
    • CameraPositionWS
    • CameraVectorWS
    • ObjectPositionWS
    • PixelNormalWS
    • ReflectionVectorWS
    • Transform
    • TransformPosition
    • VertexNormalWS

Supported Inputs:

  • Base Color
  • Metallic
  • Specular
  • Roughness
  • Emissive Color
  • Opacity
  • Opacity Mask
  • Normal
  • Subsurface Color
  • Clear Coat
  • Clear Coat Roughness
  • Clear Coat Bottom Normal

Supported Blend Modes:

  • Opaque
  • Masked
  • Translucent
  • Alpha Composite

Supported Shading Modes:

  • Unlit
  • Default Lit
  • Subsurface
  • Clear Coat
  • Two Sided Foliage

Supported Material Options

  • Tangent Space Normal
Textures 

Texture with Compression Settings:

  • Default
  • Normalmap
  • Grayscale
  • HDR

Texture Settings:

  •  Flip Green Channel

Textures with file format:

  • .bmp
  • .png
  • .tga
  • .jpg
  • .hdr
Other
  • Sequencer animation with Static Meshes
  • Project packaging/cooking into a standalone application
  • Unreal tone mapper and Post Processes  in viewport rendering
Rendering
Cameras
  • VRayPhysicalCamera BP
    • Current Camera Settings - Sensor Width, Sensor Height; Focus Method; Manual Focus Distance; Current Focal Length
    • V-Ray Physical Camera Settings - Enable Exposure; 3ds max Compatible; Film Speed(ISO); Shutter Speed S^-1; F-number; White Balance; Reinhard Burn Value; Distortion Type; Amount
Lights
  • VRaySunAndSky BP - On, Azimuth, Elevation, Turbidity, Ozone, Intensity Multiplier, Size Multiplier, Set for Light Bake, Affect Diffuse, Affect Specular
  • VRayLightDome BP - On, Use Dome Tex, Dome Tex, Dome Tex Rotation, Dome Color, Intensity, Invisible, Set for Light Bake,  Dome Tex Resolution, Affect Diffuse, Affect Specular, Affect Reflections
  • VRayLightRect BP - Enable, Is Disc, Length/Radius, Width, Multiplier, Cast Shadows, Color, Directional, Invisible, Set for Light Bake,   Affect Diffuse,   Affect Specular, Affect Reflections
Materials
Material Instances, V-Ray Material Instances with V-Ray Parent Materials:

 

  • VRayMtl
  • VRayCarpaintUberMtl
  • VRayPBRMtl
Render Elements
  • Denoiser (NVidia Ai, V-Ray)
  • Background, GI, Lighting, Reflection, Refraction, Specular, Self Illumination, Sub Surface Scattering 1
  • Diffuse Filter, Reflection Filter, Refraction Filter, Shadows
  • RenderID
  • Normals, Bump Normals, Sampler Info, Velocity, ZDepth
  • Light Select
  • Sample Rate, Unclamped Color, Noise Level
Light Baking
  • Exporting Lightmaps
  • Importing Lightmaps