This page provides information on the V-Ray light bake process with V-Ray for Unreal.
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.
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.
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.
Please check the following before V-Ray Bake:
Below are mentioned all the settings and parameters that modify the quality of the V-Ray Bake.
NEW V-Ray Bake Settings Tab
NEW Light bake quality – A slider for a set of quality presets.
0 - Low; 1 - Medium; 2 - High
NEW Lightmap Atlas resolution – Sets the preferred atlas resolution. Note that static meshes that have larger Light Map Res will automatically resize the atlas.
NEW Denoise lightmaps – Toggles the denoiser for lightmaps.
Disabled –Disables the denoiser for the light maps.
Progressive rendering –Applies denoiser during the atlas baking.
At render end – Applies denoiser at the end of the atlas bake process.
NEW Dilation – The number of pixels to expand around geometry UVs.
NEW Export VRScene – Enables the export of a .vrscene file when the V-Ray Bake button is clicked.
NEW Export VRScene Path – Directory where the .vrscene file is saved with the file name bake#.vrscene. Default directory is <Unreal_install_path>\UE_4.XX\Engine\Plugins\VRayForUnreal\Content
Large Atlas Resolution values speed up light baking but increase memory consumption.
V-Ray Settings Tab
Auto Correction Mode – Specifies which camera to use the automatic exposure and white balance setting.
Cameras without exposure only
Auto Exposure – Automatically determines an appropriate exposure value for the render. It requires Light Cache to be set as a GI engine and Interactive turned off.
Auto White Balance – Automatically determines a suitable white balance value for the image. It requires Light Cache to be set as a GI engine and Interactive turned off.
Auto Exposure and Auto White Balance work only when using Light Cache as GI solution.
Time Limit (Minutes) – Specifies the maximum time (in minutes) for refining the image.
GI Engine – Specifies the type of secondary engine. Note that Brute force is always used as a primary engine.
GI Depth – The number of bounces for indirect illumination.
Environment – Specifies which VRaySettingsEnvironment blueprint will be used at render time for environment overrides. Blueprint must be picked from the level and assigned using either the drop-down list or the picker.
Shadow Bias – A global parameter for lights. This value moves the shadow toward or away from the shadow-casting object (or objects). Higher values move the shadow toward the object(s) while lower values move it away. If this value is too extreme, shadows can "leak" through places they shouldn't or "detach" from an object.
Fallback Material – Specifies what material to be used at render time for unsupported materials. If the slot is empty actors that have unsupported materials assigned will be rendered transparent.
Fallback Material only works with V-Ray Material Instances
VRay CUDA Device Select
You may not want to use all available GPU devices for rendering, especially if you have multiple GPUs and you want to leave one of them free for working on the user interface or you may want to combine your CPU and GPU together. Enable the desired render device by ticking the checkbox.
On – Enables or disables distributed rendering for V-Ray for Unreal. Use the Render Servers list to specify the machines that will be used for distributed rendering.
Render Servers – Specifies the render servers. Click the + button to manually add a server by entering its IP address or network name followed by its port number (default is 20207) (e.g. 127.0.0.1:20207)
In this short example, a .vrscene file is loaded. Before we bake the lighting we first make sure that all lights in the scene are set to Static. Next we click on the Bake button in the V-Ray drop-down. The VFB pop up and the lightmaps begin to render. When it is done they are encoded and imported into Unreal. Finally, we start the IPR rendering and start walking around to see the parity between the lightbake and the actual render.