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V-Ray 5 for Unreal is out

V-Ray 5 for Unreal is out

V-Ray 5 for Unreal brings users more precision, faster workflows and better compatibility with V-Ray 5 applications. Now, artists and designers have more control over the light bake parameters to adjust scene lighting to their preference.

They can go beyond rendering by post-processing renders inside the new V-Ray Frame Buffer, and they can benefit from fast interactive rendering on any CPU configuration. And more.

What’s new in V-Ray 5 for Unreal?

Custom light baking controls. Users have more control over the V-Ray Bake than ever before. They can adjust parameters for global illumination, sampling, and noise levels to generate lightmaps optimized for their project. Alternatively, they can still employ convenient quality presets for a quick and easy workflow.

Coat layer. Users can employ the Coat layer in the V-Ray Material to easily build materials such as lacquered wood or coated metal.

Selective export to V-Ray scene. Users can save time and resources when creating reference scenes by exporting only the specific objects they need to transfer to other V-Ray applications.

Blue Noise sampling. With Blue Noise sampling, users get less noise in their image with the same amount of samples. Smoother results can be achieved when depth of field and motion blur effects are used.

Post-processing built-in. The new Frame Buffer gives users the ability to polish renders and get the perfect look straight from the renderer. With the Layer compositor, render elements can be combined, color corrections made, and finishing touches added without a third-party image editor.

Respect pivot points. Users can lay out scenes easily by employing the original DCC-authored custom pivot point for objects imported in Unreal.

Fast denoising on CPU. With the new Intel® Open Image Denoise engine, users can reduce noise during interactive rendering on any CPU configuration—perfect for setups that do not have an NVIDIA GPU.

Initial Out-of-core support. V-Ray 5 adds initial support for rendering large scenes that exceed the GPU memory.

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