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

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The V-Ray physically based rendering (PBR) Mtl

The V-Ray physically based rendering (PBR) Mtl

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

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The V-Ray physically based rendering (PBR) Mtl

- [Instructor] In many ways, the final parent option that we will look at in this chapter is very similar to the V-Ray material that we have already seen, in that many of the UI controls work in the same way. So, for instance, if we go ahead and set the PBR Material up as the parent in our test material instance, you can see that, whenever we make use of a texture map to drive one of the parameters, we get all of those same interface controls with which to work, so, offset U, offset V, tri-planer, and so on. What we get that is different, though, is that fact that, rather than using diffuse and glossiness controls for color and reflectivity, the V-Ray PBR material takes a more typical, real-time approach, and uses what is often referred to as the Metal Roof workflow, terminology that you will be very familiar with if you are an existing Unreal or maybe Substance user. Doing this makes the material really easy to work with, as…

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