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

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Handling UVs correctly

Handling UVs correctly

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

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Handling UVs correctly

- [Instructor] Because in Unreal we will ultimately be using bitmaps to store both the direct and indirect lighting information that can be found in our level, the creation and placement of UVs on mesh objects in the scene can and will have a direct impact on the quality of the real-time lighting solutions that we produce in Unreal, assuming that we use the V-ray light baking process to create our runtime lighting solution in the engine, that is. If we select any piece of geometry in our scene then, and in the modified tab, apply a UVW modifier to it, you can see as I open up the UV editor window, that we do already have UV coordinates applied, not just to this particular object, but to every mesh in the scene. Now in an ideal scenario, before taking any of this geometry into Unreal, we would go back over our scene and add a second UVW map channel to all of the objects, crafting that second channel into a useful set…

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