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This page provides information on the V-Ray light bake process with V-Ray for Unreal.

Table of Contents

Overview


 

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.

Please check the following before V-Ray Bake:

 

Viewport
VFB

 

Bake Settings


Below are mentioned all the settings and parameters that modify the quality of the V-Ray Bake.

Camera Settings

Auto Correction Mode – Specifies which camera to use the automatic exposure and white balance setting.

All cameras
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.

Uncheck Auto Exposure and Auto White Balance for faster bake.


Render Settings

Time Limit (Minutes) – Specifies the maximum time (in minutes) for refining the image.

Noise Limit – A threshold that determines when to stop refining a pixel. Higher values allow more noise in the image, but the render is faster. Lower values help reduce the noise, but take more time to render. A value of 0.0 traces the entire image unconditionally.

Sample Limit – Specifies the maximum number of samples per pixel for refining the image. V-Ray performs adaptive sampling on the image, trying to put more samples into areas with more noise.

Global Illumination

GI Engine – Specifies the type of secondary engine. Note that Brute force is always used as a primary engine.

Brute Force

GI Depth – The number of bounces for indirect illumination.

Light Cache

Subdivs – Determines how many paths are traced from the camera. The actual number of paths is the square of the subdivs (the default 500 subdivs mean that 250,000 paths will be traced from the camera).

Sample Size – Controls the size of the individual light cache samples.

Retrace – Enables retracing of GI near corners. This helps prevent light leaks and flickering. The value specifies the extent to which GI near corners is retraced instead of being read from the light cache. A value of 0.0 disables retracing. A value of 2.0 is good for still images. Higher values will result in more rays traces at render time.

For better parity between Render and viewport we recommend to use Brute Force as a GI solution


Textures

Max Size – When the Mode parameter is set to Resize, this value specifies the resolution to which textures will be resized.

Distributed Rendering

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)

 

 

 

 

 

Usage Examples


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 ad imported into Unreal. Finally we start the IPR rendering and start walking around to see the parity between the lightbake and the actual render.

 

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