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This page provides information on the native Unreal Materials and Material Instances.

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Overview


 

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V-Ray for Unreal support the rendering of native Unreal Materials and Material Instances. Materials are used to calculate how light interacts with surfaces. These calculations are done using incoming data that is input to the Material from a variety of images (textures) and math expressions, as well as from various property settings inherent to the Material itself. Each time a change is made in the material it has to recompile which can be very time consuming depending on the complexity of the shading graph. Material instancing is used to change the appearance of a Material without incurring an expensive recompilation of the Material using predefined parameters. For more information on Unreal Materials and Material Instances check the Materials documentation.

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Supported Expressions


Below are listed the expressions in the Material Editor that are supported by V-Ray for Unreal.

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Native Unreal Materials are supported in Hybrid rendering. Make sure you meet the System Requirements.

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CategoryExpressions
Atmosphere
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 Support
AtmosphericFogColor-

Constants

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 Support
Constant
Constant2Vector
Constant3Vector
Constant4Vector
DistanceCullFade-
ParticleColor-
ParticleDirection-
ParticleMotionBlurFade-
ParticleRadius-
ParticleRelativeTime-
ParticleSize-
ParticleSpeed-
PerInstanceFadeAmount-
PerInstanceRandom-
Time 2partial
TwoSidedSign
(plus) NEW VertexColor
View Property 1partial
Precomputed AO Mask-
Coordinates
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 Support
LightmapUVs-
(plus) NEW  ObjectRadius
Panner
ParticlePositionWS-
Rotator
SceneTexelSize-
ScreenPosition
TextureCoordinate 3partial
ViewSize-
WorldPosition 
Custom
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 Support
Custom-
Depth
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 Support
DepthFade-
 PixelDepth
SceneDepth-
Function
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 Support
FunctionInput
FunctionOutput
MaterialFunctionCall
StaticBool
StaticSwitch
Material Attributes
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 Support
BreakMaterialAttributes
MakeMaterialAttributes
Math
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 Support
Abs
Add
AppendVector
 Arccosine
ArccosineFastpartial
 Arcsine
ArcsineFastpartial
 Arctangent
 Arctangent2
Arctangent2fastpartial
ArctangentFastpartial
Ceil
Clamp
ComponentMask
Cosine
CrossProduct
Divide
DotProduct
Floor
Fmod
Frac
If
LinearInterpolate
Logarithm10-
 Logarithm2
Max
Min
Multiply
Normalize
OneMinus
Power
Round
Saturate
Sign
Sine
SquareRoot
Subtract
 Tangent
Truncate
Parameters
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 Support
CollectionParameters-
DynamicParameter-
FontSampleParameter-
ScalarParameter
StaticBoolParameter
StaticSwitchParameter
StaticComponentMaskParameter-
VectorParameter
TextureObjectParameter
TextureSampleParameter2D
TextureSampleParameterSubUV-
TextureSampleParameterCube-
TextureSampleParameterMovie-
Particles
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 Support
DynamicParameter-
ParticleColor-
ParticleDirection-
ParticleMacroUV-
ParticleMotionBlurFade-
ParticlePositionWS-
ParticleRadius-
ParticleRelativeTime-
ParticleSize-
ParticleSpeed-
SphericalParticleOpacity-
ParticleSubUV-
Terrain
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 Support
LanscapeLayerBlend-
LandscapeLayerCoords-
LandscapeLayerSwitch-
LandscapeLayerWeight-
LanscapeVisibilityMask-
Texture
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 Support
FontSample-
SceneColor-
SpriteTrextureSampler-
TextureObject
TextureSample
TextureProperty-
Utility
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 Support
AntialiasedTextureMask-
BlackBody-
BumpOffset
ConstantBiasScale
DDX 4partial
DDY 4partial
DepthOfFieldFunction-
Desaturation
Distance
DistanceFieldGradient-
DistanceToNearestSurface-
FeatureLevelSwitch-
Fresnel
GIReplace-
LightmassReplace-
Noise-
PreviousFrameSwitch-
QualitySwitch-
(plus) NEW RotateAboutAxis-
SphereMask
Vector Noise-
VectorOps
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 Support
ActorPositionWS-
CameraPositionWS
CameraVectorWS
DeriveNormalZ-
LightVector-
ObjectBounds-
ObjectOrientation-
ObjectPositionWS
ParticlePositionWS-
PixelNormalWS
Pre-Skinned Local Normal-
Pre-Skinned Local Position-
ReflectionVectorWS
Transform
TransformPositionpartial
VertexNormalWS
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If the Coordinate Index in the TextureCoordinate node in a material is set to a certain value and the material is applied to a Static mesh that doesn't have a corresponding UV channel, then that mesh will not render correctly in V-Ray. For example, the Coordinate Index in a material that is applied to a static mesh is set to 3 but the mesh has only 2 UV channels then the render result will be inaccurate.

 

 

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Supported Material Inputs, Blend Modes and Shading Models


Below are listed all inputs, Blend modes and Shading models in the Material Editor that are supported by V-Ray for Unreal.

 

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Inputs 
Base Color
Metallic
Specular
Roughness
Emissive Color
Opacity
Opacity Mask
Normal
World Position Offset-
World Displacement-
Tessellation Multiplier-
Subsurface Color
Clear Coat
Clear Coat Roughness
Ambient Occlusion-
Refraction-
Pixel Depth Offset-
ClearCoatBottomNormal

 

 

 



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Blend Modes 
Opaque
Masked
Translucent
Additive-
Modulate- 
Alpha Composite

 

 

 

 

 

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Shading Modes 
Unlit
Default Lit
Subsurface
Preintegrated Skin-
Clear Coat
Subsurface Profile-
Two Sided Foliage
Hair-
Cloth-
Eye-

 

 

 

 

 

 

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Footnotes


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1 – Only Camera Position (Absolute World Space) and Viewport Offset are supported.

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2 – Time is not currently supported in animation.

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3 – Tiling and mirror options are not supported.

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4 – Will be skipped in the shader graph.