© Bertrand Benoit

Table of Contents

You are viewing an old version of this page. View the current version.

Compare with Current View Page History

« Previous Version 7 Next »

 

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
PixelNormalWS
Rotator2
FunctionsFunctionInput
FunctionOutput
StaticBool
StaticSwitch
Material Attributes

Break Material Attributes

Make Material Attributes
MathAbs
Add
AppendVector
Ceil

Clamp

ComponentMask
Cosine
CrossProduct
Divide
DotProduct
Floor
Fmod
Frac
If
LinearInterpolate
Max
Min
Multiply
Normalize
OneMinus
Power
Round
Saturate
Sign
Sine
SquareRoot
Subtract
Truncate
ParametersScalarParameter
StaticBoolParameter
StaticSwitchParameter
VectorParameter
TextureObjectParameter
TextureSample2DParameter
TextureTextureObject
TextureSample
UtilitiesFresnel
Desaturation
Distance
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.

2 – Time input is supported with only static value