© Bertrand Benoit

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This page provides details on the Environment settings in V-Ray for Unreal.

Table of Contents

 

 

Overview


The VRaySettingsEnvironment blueprint is where you can specify a color and a texture map to be used for background in the viewport and also a color and a texture map to be used during GI and reflection/refraction calculations at render time.




UI Path


||Modes Tab|| > Search Classes > VRaySettingsEnvironment

||Content Browser|| > VRayForUnreal > Content > BP > Actors > VRaySettingsEnvironment




VRaySettingsEnvironment Blueprint


 

The VRaySettingsEnvironment Blueprint Actor is accessible through the Modes panel by searching for VRayPhysicalCamera or from VRayForUnreal > Content > BP > Actors > VRaySettingsEnvironment in the Content Browser Tree. Select the Blueprint and drag and drop it in the level.

 

 

For the VRayForUnreal folder to be visible, you first need to enable Show Engine Content and Show Plugin Content in the View Options of the Content Browser.


 

 

When creating VRaySettingsEnvironment in Unreal make sure its location is set to 0,0,0; rotation is set to 0,0,0 and scale is set to 1,1,1. You can create multiple VRaySettingsEnvironment actors in the level but you have to specify in the V-Ray Settings tab which one should be used at render time.

 



VRay Environment Settings


Background Color - Specifies the environment background color

Background Texture - Lets you choose an environment background texture that will be visible in the viewport. Note that if present, the texture overrides the specified Background Color.

GI Color - Specifies the environment (skylight) color.

GI Texture - Lets you choose a GI environment texture. Note that if present, the texture overrides the specified GI Color.

Reflection Color - Specifies the environment color for reflections.

Reflection Texture - Lets you choose an environment texture for reflections. Note that if present, the texture overrides the specified Reflection Color.

Refraction Color - Specifies the environment color for refractions.

Refraction Texture - Lets you choose an environment texture for refractions. Note that if present, the texture overrides the specified Refraction Color.

 

 

Only the input for Background Color and Background Texture will be represented in the viewport. All other inputs will be applied at render time.

 

 

 

 

 

Misc


 

Preview Scale - Specifies the sorting priority of the SkySphere in the viewport. Values smaller than 1 will make the SkySphere render in front of other Actors that use Environment Spheres (e.g. VRayLightDome)