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For maximum visual parity between the viewport and the render, it is strongly recommended to disable some of Unreal's post processing and lighting components.

This is done from Show > Post Processing by leaving only Depth of Field and Post Process Material enabled and by disabling Ambient Occlusion fromShow > Lighting Component.
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The exposure and color corrections do not work as a global PostProcess volume and are individual per camera. To see the changes you make to the VRayPhysicalCamera's settings in the viewport you have to look through the camera itself.

 

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The VRayPhysicalCamera actor is accessible through the Modes > V-Ray Assets > VRayPhysicalCamera or from VRayForUnreal > Content > BP > Actors > VRayPhysicalCamera in the Content Browser Tree. Select the Blueprint and drag and drop it in the level.

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Filmback Settings

Sensor Width – Specifies the horizontal size of the film gate in millimeters.

Sensor Height – Specifies the vertical size of the film gate in millimeters.

Focus Settings

Focus Method – Specifies if Depth of Field (DoF) is applied to the camera. None means no DoF is applied. When Manual is selected, the DoF is controlled by the Manual Focus Distance and F-number parameters.

Manual Focus Distance – Specifies the distance at which objects are in focus.

Current Focal Length – Specifies the equivalent focal length of the camera lens in millimeters.

 

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The DoF feature is unsupported and when setting the Focus Method to Manual will not blur objects that are not in focus. However Manual Focus Distance is used to calculate the exposure when Enable Exposure is On and 3ds Max Compatible is Off in VRay Physical Camera Settings category.

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(plus) NEW You can use Unreal's PostProcess effects in the Color Grading, Film, Lens categories such as Bloom, Lens Flares, Chromatic Aberations , etc. to modify the feel and look of the camera shot. Please note that Unreal's tonemapper and PosProcess effects will be enabled when looking through the VRayPhysicalCamera and Enable Viewport Rendering is On, or when using Unreal's Camera or CineCamera actor.

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VRay Physical Camera Settings

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3ds Max Compatible – Enables 3ds Max compatible exposure control.

Enable ExposureEnables V-Ray exposure control. When enabled, the F-number, Shutter Speed ^-1, and Film Speed (ISO) settings will affect the image brightness. (plus) NEW If enabled, Unreal's tonemapper and PostProcess effects will be disabled when looking through the camera and Enable Viewport Rendering is On .

3ds Max Compatible – Enables 3ds Max compatible exposure control. Enable Exposure must also be checked for 3ds Max exposure to work.

Film Speed (ISO) – Determines the film sensitivity. Smaller values make the image darker, while larger values make it brighter.

Shutter Speed S^-1 – Specifies the shutter speed, in inverse seconds, for the still photographic camera. For example, shutter speed of 1/30 s corresponds to a value of 30 for this parameter.

F-number – Determines the width of the camera aperture and, indirectly, exposure. If the Enable Exposure option is checked, changing the F-number will affect the image brightness.

White Balance – Allows additional modification of the image output. Objects in the scene that have the specified color will appear white in the image. Note that only the color hue is taken into consideration; the brightness of the color is ignored.

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Make sure you have either Enable Exposure or Enable Exposure  and 3ds Max Compatible settings enabled to have visual parity between viewport and render.

 

Color Mapping

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Reinhard Burn Value - Specifies the multiplier applied to bright colors.

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F-number

(Film Speed(ISO)=100; Shutter Speed=100; White Balance= (1,1,1) )

 

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F-number = 1.4

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F-number = 4

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F-number =8

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White Balance

(Film Speed(ISO)=100; Shutter Speed=100; F-number =1.4)

 

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White Balance= (1,1,1)

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White Balance= (1,0.7,0.6)

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White Balance=(0.7,0.8,1)

 

 

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