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This page provides information on the V-Ray light bake process with V-Ra= y 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-Ra= y render engine and it's GI and Lighting calculations.
The light bake quality depends on the fol= lowing:
the lightmap resolution of the meshes;
the lightmap UVs quality, better unwrapped UVs better bake quality;<= /p>
Note that actors with vrmeshes assigned w= ill not have their lightmaps baked but will still contribute to the scene f= or shadows and GI
Select the proxy and go to <= strong>Static Mesh > Import Settings rollout. = Press the Reset to Default button, which converts the prox= y to a static mesh. The static mesh can now be baked.
Please note that by doing this you will lose the benefits of memor= y optimization when using vrmesh. Using static meshes instead of vrmeshes <= strong>will require more RAM resources.
Please check the following before V-Ra= y Bake:
You= can initiate a V-Ray Bake from the toolbar by clicking on th= e V-Ray Bake button.
||Toolbar|| > V-Ray Bake= strong>
The= Process Atlases functionality is accessible through the drop= down menu on the right side of the V-Ray Bake button.
||Toolbar|| > V-Ray Bake S= ettings dropdown > Process Atlases
The= V-Ray Bake Settings tab is accessible through the drop down = menu on the right side of the V-Ray Bake button.
||Toolbar|| > V-Ray Bake S= ettings dropdown > Settings
Below are mentioned all the settings and parameters that modify the qual= ity of the V-Ray Bake from the V-Ray Bake Settings tab and= the V-Ray Settings tab.
Light bake quality =E2=80=93 A slider for a set of qual= ity presets.
0 - Preview - Progressive Image Sampler; minSubdivs - 8; maxSubdivs - 32; Sample L=
imit - 100; Noise threshold - 0.3; Light Cache subdivs - 300; Retrace - 2; =
Denoiser -Strong denoising with strength 2 and radius 15
1 - Medium - Bucket Image Sampler; minSubdivs - 8; maxSu=
bdivs - 32; Sample Limit - 1000; Noise threshold - 0.1; Light Cache subdivs=
- 1200; Retrace - 4; Denoiser -Default denoising with strength 1 and radiu=
s 10
2 - High - Bucket Image Sampler; =
minSubdivs - 8; maxSubdivs - 32; Sample Limit - 2000; Noise threshold - 0.0=
05; Light Cache subdivs - 3000; Retrace - 8; Denoiser -Default denoising wi=
th strength 1 and radius 10
NEW - 3 - Custom - Uses the settings from V-R=
ay Setting tab.
Lightmap Atlas resolution =E2=80=93 Sets the preferred = atlas resolution. Note that static meshes that have larger Light Map Res wi= ll automatically resize the atlas.
=
Presets: 1k Square (1:1); 2k Square (1:1); 4k Square (1:1); =
Custom
Large Atlas Resolution values speed up= light baking but increase memory consumption.
The number of light map atlases depends o= n:
Dilation =E2=80=93 The number of pixels to expand=
around geometry UVs.
Export VRScene =E2=80=93 Enables the export of a .v= rscene file when the V-Ray Bake button is clicked.
Export VRScene Path =E2=80=93 Directory where the .= vrscene file is saved with the file name bake#.vrscene. = Default directory is <Project_Path>
Export EXR =E2=80=93 Enables the export of a = .exr file for each Static mesh Actor in the level when the V= -Ray Bake button is clicked.
Export EXR Path =E2=80=93 Directory where the .exr<= /em> files are saved with the file name <StaticMeshActor_Name&g= t;.exr. Default directory is <Project_Path>/export
Override Light Maps =E2=80=93 Enables the loading of .<= em>exr files for Static Mesh Actors in the level when the V-Ray = Bake button is clicked.
Override Light Maps Path =E2=80=93 Dir= ectory from where the .exr files are loaded when the V-Ray Bake&nb= sp; button is clicked. Default directory is <Project_Path&g= t;/override.
Only Static Meshes that do not have appro= priate .exr files in the directory specified in the Overri= de Light Maps Path will be included in the baking= process.
If you have Export EXR o=
ption enabled before the bake afterwards you can rebake on=
ly selected actors without the need to bake the whole level. After the init=
ial bake you can copy the .exr files from the directory specified =
in Export EXR Path to the directory specified in
Auto Correction Mode =E2=80=93 = strong>Specifies which camera to use the automatic exposure and white balan= ce setting.
All cameras
C=
ameras without exposure only
Auto Exposure =E2=80=93 =
Automatically determines an appropriate exposure value for the render. It r=
equires Light Cache to be set as a GI engine and Interactive turned off.
Auto White Balance =E2=80=93 Automatically determines a suitable white balance value for the image.= It requires Light Cache to be set as a GI engine and Interactive <= /strong>turned off.
Auto Exposure and Auto White Balance work= only when using Light Cache as GI solution.
Render Settings
Time Limit (Minutes) =E2= =80=93 Specifies the maximum time (in minutes) for refining the image.
Global Illumination
GI Engine =E2=80=93 Spec= ifies the type of secondary engine. Note that Brute force is always used as= a primary engine.
Brute Force
GI Depth =E2=80=93 The n= umber of bounces for indirect illumination.
Light Cache
Environment =E2=80=93 Specifies which VRaySettingsEnvironment blueprin= t 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 p= icker.
Lights
Shadow Bias =E2=80=93 A = global parameter for lights. This value moves the shadow toward or away fro= m the shadow-casting object (or objects). Higher values move the shadow tow= ard the object(s) while lower values move it away. If this value is too ext= reme, shadows can "leak" through places they shouldn't or "detach" from an = object.
Materials
Fallback Material =E2=80= =93 Specifies what material to be used at render time for unsupported mater= ials. If the slot is empty actors that have unsupported materials assigned = will be rendered transparent.
Distributed Rendering
On =E2=80=93 Enables or = disables distributed rendering for V-Ray for Unreal. Use the Render= Servers list to specify the machines that will be used for distri= buted rendering.
Use Local Host =E2=80=93 When enabled, the client= machine (the one from which the user initiates the DR render) will also ta= ke part in the rendering calculations. If disabled, the client machine only= organizes the DR process, sends rendering tasks to the render servers and = displays the final result.
Render Servers =E2=80=93= Specifies the render servers. Click the + button to manua= lly 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)
Maximum cached asset size (in GB) =E2=80=93 This option specifies the maximum assets cache size lim= it in GB on the render machines. When the size of the assets on a render se= rver exceeds the specified amount, least recently used assets are automatic= ally deleted at the end of each render until the folder size is less than t= he limit.
Process Atlases loads Light bake atlas .exr files and extracts = the lightmaps for actor that are in that atlas. Those .exrs are a = result of rendered exported .vrscene files from the V-Ray = Scene Export Options dialogue using the Light Bake option.
When you click on the Process Atlases button in the V-Ray Bake S= ettings drop down a browse window will appear where you can select= the atlas .exrs. In order for the Process Atlases to work you mus= t first enable the Export EXR option in the V-Ray = Bake Settings tab and set the Export EXR Path whe= re the lightmaps per actor will be extracted.
The V-Ray Bake button has five states depending on the process that is c= urrently running:
Preparing
V-Ray is preparing the scene for baking. M= eshes, textures, materials and lights are cached into memory.
Rendering
V-Ray is baking the scene. Click on the bu= tton to stop rendering at any time.
Busy
V-Ray is unloading resources, exits render= ing and processes lightmaps.
Finished
V-Ray has finished baking all atlases and = lightmaps.
When light baking = a progress bar appears in the lower right corner of the viewport. It shows = which atlas is currently rendering and how much atlases are there in total.=
Next Atlas =E2=80=93 Stops the current atlas = rendering, runs the denoiser and continues to the next atlas. This function= ality is only available when in Preview p= reset.
Abort =E2=80=93 Stops the current atlas rende= ring and closes the frame buffer without applying the rendered lightmaps.= p>
In this short example, a .vrscene file is loaded. Before we bak= e the lighting we first make sure that all lights in the scene are set to S= tatic. 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 the= y 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 a= ctual render.