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

Next steps

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

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Next steps

- [Brian] Having reached the end of our V-Ray for Unreal course, I would like to say, thank you very much for taking the time to go through this with me and I certainly hope that you have been able to pick up, at the very least, the fundamentals of being able to work with probably the most popular and powerful render engine currently available inside probably the most popular and powerful real time engine currently available. Now of course, even though we have talked here about how to create both offline and real time renders from our scene, it would probably also be good to keep in mind that we could just as easily here have been using all of the offline render steps that we have looked at simply as look development for a purely real time project giving that doing so will be much quicker than trying to build the scene using light bake tests as we go. To take what we have here even further now, one thing that we could do is use the tools already highlighted to optimize light map usage in the scene giving slightly larger resolutions to larger objects, whilst perhaps significantly reducing the sizes given to much smaller ones given that this will be a critical production skill that we need to master. Once we have that done, why not try relighting and even retexturing the scene from scratch in order to give it a completely different look and feel remembering that we can easily save a different version of the level that we have here using the Save Current As command from the File menu. So no need to build a new project from scratch if we don't want to. Hopefully we will be able to dig even deeper into V-Ray for Unreal in future courses here on LinkedIn Learning, but until our paths cross again, this is Brian Bradley saying until then take good care of yourselves and bye for now.

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