From the course: V-Ray Next: Unreal Engine Rendering

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Workflow choices

Workflow choices

From the course: V-Ray Next: Unreal Engine Rendering

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Workflow choices

- Now that we have our max scene imported into Unreal, there are essentially two types of approach that we can take with regard to working with V-Ray. Now, just to be clear, we aren't talking about mutually exclusive approaches here, whereby we have to choose to work with either one or the other as we move forward. In fact, quite the opposite is true in Unreal in that we can easily incorporate both of the approaches, that we will highlight here, into any project that we want. What I am essentially referring to then, is the fact that, we can now choose to work with our V-Ray scene in Unreal, pretty much as we might, in say, 3DS Max or any other application where we can use the V-Ray engine and so create what are typically referred to as offline renders. Or we could utilize V-Ray in a realtime approach to our visualizations whereby we would use V-Ray rather than Unreal's LightMass engine to create the baked lighting solutions…

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