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V-Ray Light Bake or just V-Ray Bake is the process of creating lightmaps with complex light interactions and diffuse interreflection using the V-Ray render engine and it's GI and Lighting calculations.

 

 

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The light bake quality depends on the following:

  • the lightmap resolution of the meshes;

  • the lightmap UVs quality, better unwrapped UVs better bake quality;

  • the V-Ray settings in the settings tab.
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Note that actors with vrmeshes assigned will not have their lightmaps baked but will still contribute to the scene for shadows and GI

 

However, it is possible to import a proxy and bake it with a light map, provided the mesh has correct UV mapping.

Select the proxy and go to Static Mesh > Import Settings rollout. Press the Reset to Default button, which converts the proxy to a static mesh. The static mesh can now be baked.

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Please check the following before V-Ray Bake:

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  • Read the System Requirements
  • Overlapping/wrapping and/or large amount of polygons in static meshes may result in longer bake times and/or crashes
  • Set GPU Render Device to GPU only if you are using Unreal materialsSet all Unreal Actors and Light in level to Static
  • Enable Set for Light Bake option for all V-Ray Lights
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