V-Ray for Unreal | Chaos Group

V-Ray for Unreal brings Chaos Group’s high-end CPU, GPU, and hybrid renderer to Epic’s game engine.
V-Ray for Unreal

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Artists and studios in a range of industries from post production to architecture, game development to product design can now import V-Ray scenes from 3ds Max, Maya, or Sketchup to create awe-inspiring photorealistic experiences in Unreal.

V-Ray for Unreal features include:

V-Ray scene import

V-Ray scenes can be exported from 3ds Max, Maya, or Sketchup and imported into the Unreal Engine. No game engine expertise needed.

Smart material and light translation

When scenes are imported into the Unreal Editor, V-Ray for Unreal converts the materials and lights automatically into a real time equivalent. Original materials remain connected to their real-time versions and are called up when the scene is ready to render.

Unreal foliage support

V-Ray for Unreal utilises the engine’s native foliage system, ideal for rendering large landscapes and environments.

True photorealistic rendering from Unreal

Using the combined power of CPUs and GPUs, artists can achieve the photorealistic quality that V-Ray is renowned for when rendering with V-Ray for Unreal.

V-Ray light baking

V-Ray lighting can be baked in for high-end real-time illumination.

Virtual reality

Thanks to Unreal’s VR toolset it’s now easier for studios to create photorealistic VR experiences.

Render on any hardware 

Supporting GPU, CPU and hybrid rendering, V-Ray for Unreal can be deployed across a variety of computer graphics pipelines.

Distributed rendering

Rendering and light baking tasks can be split over several machines to increase pipeline efficiency.

Render animation 

Animated cinematics created in the Unreal sequence editor can be ray-traced with V-Ray.

Global illumination

Realistic bounced light can be rendered thanks to V-Ray’s Brute Force and Light Cache global illumination tools.

V-Ray proxy support

Memory efficient V-Ray proxy objects enable artists to load high-resolution objects at render time without affecting performance.