© Bertrand Benoit

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

Table of Contents

 

Overview


 

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.

 

 


Supported Expressions


 

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

Currently native Unreal Materials are not supported in Hybrid rendering. Use only GPU devices for rendering. See VRay CUDA GPU Device Select to set them correctly. Also make sure you meet the System Requirements.

CategoryExpressions
Constant

Constant

Constant2Vector

Constant3Vector
Constant4vector
CoordinatesTextureCoordinate 1
FunctionsFunctionInput
FunctionOutput
StaticBool
StaticSwitch
MathAbs
Add
AppendVector

Clamp

ComponentMask
Cosine
CrossProduct
Divide
DotProduct
LinearInterpolate
Max
Multiply
OneMinus
Power
Saturate
Sine
SquareRoot
Subtract
ParametersScalarParameter
StaticBoolParameter
StaticSwitchParameter
VectorParameter
TextureObjectParameter
TextureSample2DParameter
TextureTextureObject
TextureSample
UtilitiesFresnel
VectorOpsCameraVectorWS
PixelNormalWS

 

 


 

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.

 

Inputs 
Base Color
Metallic
Specular
Roughness
Emissive Color
Opacity
Opacity Mask-
Normal
World Position Offset-
World Displacement-
Tessellation Multiplier-
Subsurface Color-
Custom Data 0-
Custom Data 1-
Ambient Occlusion-
Refraction-
Pixel Depth Offset-

 

 

 

 

 


 

Blend Modes 
Opaque
Masked-
Translucent
Additive-
Modulate- 
Alpha Composite-

 

 

 

 

 

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

 

 

 

 

 

 

 


Footnotes


1 – Coordinate index 0 is only supported. Tiling and mirror options are not supported.