© Bertrand Benoit

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This page provides a step-by-step tutorial for understanding a couple advanced materials workflows in V-Ray for Revit.


Page Contents

 

Introduction


In this tutorial we’ll go over some advanced material workflows including using "Render material from vrscenewith your materials as well as rendering materials created outside Unreal Engine using External Material Libraries(EML). This tutorial is a companion and a followup of the QuickStart for importing vrscenes and we recommend seeing it before continuing with this tutorial.

 

 

Part I - Render material from .vrscene


Step 1. Enabling "Render material from .vrscene"

To use this feature you have to right click on the material in the Content Browser you wish to override at render time and choose “Render material from .vrscene”. Select the FabricBlue and LeatherBlack materials, right click on them and enable the feature for them (1.1). Next click the V-Ray button in the toolbar (1.2) (1.3).

1.1

1.2

1.3

 

Check the final result with and without this features to see the difference (1.4).

 

 



Unreal material
Render material from .vrscene

2.3

 

In order for the "Render material from .vrscene" to work you have to make sure that:

  • texture paths in vrscene file are correct and accessible at render time
  • you are enabling this feature on a material that was imported and not created inside Unreal

 

Part II - Render materials using External Material Libraries (EML)


Step 1.Creating materials to be used with EML

First let's create the materials that will be associated with those inside the EML vrscene file. Inside the Content Browser create (1.1) two V-Ray Material Instances and name them FabricRed and LeatherRed (1.2).

1.1

1.2

 

Check the final result with and without this features to see the difference (1.4).

 

 



Unreal material
Render material from .vrscene

2.3