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

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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. The V-Ray Scene Import Options window opens.

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.

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.

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

Light map options

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).


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

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
  • Triangle meshes
  • VRayProxy - initial support, no animated meshes
  • UV channels 0, 1, 2, 3
  • Initial support for displaced/smoothed meshes

3ds Max

  • 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; Units - Default image, Luminous power; Multiplier; Cast Shadows - On/Off
    • Rectangle light - Enabled - On/Off; Light color; Intensity multiplier; Units - Default image, Lumens; Shadows - On/Off
    • IES light - Enabled - On/Off; IES file; Cast shadows - On/Off; Color; Intensity type - lumens
    • Sun - Enabled - On/Off; Turbidity; Sky model - Hosek et al.


  • V-Ray
    • Dome light - Enabled - On/Off; Light color; Intensity multiplier; Dome Tex
    • Sphere light - Enabled - On/Off; Light color; Intensity multiplier; Units - Default image, Lumens; Shadows - On/Off
    • Rectangle light - Enabled - On/Off; Light color; Intensity multiplier; Units - Default image, Lumens; Shadows - On/Off
    • IES light - Enabled - On/Off; IES File Name; Light color; Intensity; Shadows - On/Off
    • Sun - Enabled - On/Off; Turbidity; Sky Model - Hosek et al.


  • VRayMtl
  • VRay2SidedMtl
  • VRayBumpMtl
  • VRayLightMtl

3ds Max

  • Bitmap
  • VRayHDRI
  • VRayNormalMap


  • File
  • Gamma

Textures with file format:

  • .bmp
  • .png
  • .tga
  • .jpg
  • .hdr
  • 3ds Max Exposure Control
  • VRay Exposure Control
Exporting vrscene files


  • Camera Actor - Transformations
  • Cine Camera Actor - Transformations


  • VRayPhysicalCamera BP
    • Current Camera Settings - Sensor Width, Sensor Height; Focus Method; Manual Focus Distance; Current Focal Length
    • V-Ray Physical Camera Settings - 3ds max Compatible; Enable Exposure; Film Speed(ISO); Shutter Speed S^-1; F-number; White Balance
    •  Color Mapping - Reinhard Burn Value
  • Static Meshes
  • Blueprint Actors with Static Meshes
  • Foliage


  • Point Light - Intensity; Light Color; Intensity Units - Unitless, Candelas, Lumens; Source Radius; Affects World; Cast Shadows; Use Inverse Squared Falloff
  • 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; IES Texture
  • Directional Light - Intensity; Light Color; Affects World; Cast Shadows; Light Source Angle


  • VRaySunAndSky BP - Auto Update; Elevation; Azimuth; On; Turbidity
  • VRayLightDome BP - On; Use Dome Tex; Dome Tex; Dome Tex Rotation; Dome Color; Intensity; Auto Update
  • VRayLightRect BP - Enable, Is Disc, Length/Radius, Width, Multiplier, Cast Shadows, Color, Invisible

Unreal Materials supported expressions:

  • Constant
    • Constant
    • Constant2Vector
    • Constant3Vector
    • Constant4vector
  • Coordinates
    • TextureCoordinate
    • Rotator
  • Functions
    • FunctionInput
    • FunctionOutput
    • StaticBool
    • StaticSwitch
  • Material Attributes
    • BreakMaterialAttribute
    • MakeMaterialAttribute
  • Math
    • Abs
    • Add
    • AppendVector
    • Ceil
    • Clamp
    • ComponentMask
    • Cosine
    • CrossProduct
    • Divide
    • DotProduct
    • Floor
    • Fmod
    • Frac
    • If
    • LinearInterpolate
    • Max
    • Min
    • Multiply
    • Normalize
    • OneMinus
    • Power
    • Round
    • Saturate
    • Sign
    • Sine
    • SquareRoot
    • Subtract
    • Truncate
  • Parameters
    • ScalarParameter
    • StaticBoolParameter
    • StaticSwitchParameter
    • VectorParameter
    • TextureObjectParameter
    • TextureSample2DParameter
  • Texture
    • TextureObject
    • TextureSample
  • Utilities
    • Desaturate
    • Distance
    • Fresnel
  • VectorOps
    • CameraVectorWS
    • PixelNormalWS

Unreal Materials supported Inputs:

  • Base Color
  • Metallic
  • Specular
  • Roughness
  • Emissive Color
  • Opacity
  • Opacity Mask
  • Normal

Unreal Materials supported Blend Modes:

  • Opaque
  • Masked
  • Translucent

Unreal Materials supported Shading Modes:

  • Unlit
  • Default Lit

Material Instances, V-Ray Material Instances with V-Ray Parent Materials:

  • VRayMtl
  • VRayCarpaintUberMtl
  • VRayPBRMtl

Texture with Compression Settings:

  • Default
  • Normalmap
  • Grayscale
  • HDR

Textures with file format:

  • .bmp
  • .png
  • .tga
  • .jpg
  • .hdr
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
  • Sequencer animation with Static Meshes