V-ray for Un­real En­gine Tech Re­views

Animation Magazine - - Vfx - By Todd Sheri­dan Perry

Last year, Chaos Group an­nounced its de­vel­op­ment of V-ray for Un­real. This year, after a brief Beta pe­riod, they made it hap­pen. I ad­mit that at first, I wasn’t able to wrap my head around this new de­vel­op­ment. This is pri­mar­ily be­cause of my lack of ex­pe­ri­ence with the Un­real En­gine at the time, as op­posed to any short­com­ing in the V-ray work­flow or the soft­ware. But now, I have seen the light: Hav­ing V-ray in­side UE as a ren­derer isn’t re­ally the point of the whole thing. In my view, hav­ing the frame buf­fer is more of a check to make sure the look you are get­ting in your 3D soft­ware of choice ( 3ds Max/maya/rhino/ Sketchup) is trans­lat­ing when in UE. The rest of the ben­e­fit comes from bak­ing the V-ray re­sults into the UVS them­selves, so that you can take ad­van­tage of the pho­to­real qual­ity in real time. The work­flow is straight­for­ward. Prep your scene out­side of UE, mak­ing sure that your UVS are set up for all your ob­jects (this’ll be im­por­tant when bak­ing hap­pens). The V-ray shaders will port over, but it’s best to keep things pretty sim­ple. You ex­port out to a . vrscene, and then im­port into UE. From there you can make frame shots or an­i­ma­tion ren­ders like you would nor­mally — uti­liz­ing the power of the CPU+GPU hy­brid ren­der­ing. You can also bake the shaders and tex­tures into the scene, tak­ing ad­van­tage of the ray trac­ing and GI cal­cu­la­tions, but with in­stant feed­back in the game en­gine for walk­throughs or VR. This is def­i­nitely go­ing to ben­e­fit the arch viz, man­u­fac­tur­ing and au­to­mo­tive in­dus­tries, where you are pre­sent­ing prod­ucts that don’t yet ex­ist, but will ex­ist. So you want the ex­pe­ri­ence of be­ing in those spa­ces or walk­ing around those cars. But in the same vein, I can see this as a pre-pro­duc­tion tool for film­mak­ers. This al­lows you to place cam­eras and light­ing and set up shots — dy­nam­i­cally, with­out the over­head of a huge 3D pack­age. This al­lows a di­rec­tor and cin­e­matog­ra­pher to sit down to­gether and cre­ate. Or cra­zier yet, they could be in VR to­gether, pow­ered by the UE en­gine, stand­ing in a set that has been cre­ated by the pro­duc­tion de­signer in Sketchup. This is all very ex­cit­ing, es­pe­cially when you con­sider the real-time ray trac­ing that hard­ware like the Nvidia RTX cards are go­ing to bring. It’ll be a whole new world. Of course, the prod­uct isn’t fully formed yet, and Chaos Group ac­knowl­edges this. There are still some things to hit in the near fu­ture: ren­der­ing Un­real Ma­te­ri­als, sup­port for Al­le­gorith­mic Sub­stance, ren­der­ing in the UE view­port (rather than the VFB), an­i­mated UE fo­liage (V-ray works with static fo­liage cur­rently), and con­tin­ued ad­vances in the light bak­ing. Th­ese are all crit­i­cal fea­tures that users have been sug­gest­ing. How­ever, the prod­uct is still pretty darn pow­er­ful with­out th­ese fea­tures in its maiden voy­age. I’m not sure that the price point of $80 per month with­out ren­der nodes is go­ing to sit with a de­mo­graphic that is used to hav­ing Un­real En­gine for free. But time will tell, and the mar­ket will dic­tate how that struc­ture will stand or change. Web­site: www.chaos­group.com/vray/un­real Price: $80 per month; $470 per year

Newspapers in English

Newspapers from USA

© PressReader. All rights reserved.