---
title: "Advanced Material Workflow QuickStart"
canonical: "https://documentation.chaos.com/space/VRAYUNREAL/116558137/Advanced%20Material%20Workflow%20QuickStart"
format: markdown
---
This page provides a step-by-step tutorial for understanding a couple advanced materials workflows in V-Ray for Unreal.

> Macro (anchor)





## **Introduction**

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## **Tutorial Assets**

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To download the files used in this tutorial, please click on the button below.


> Macro (refined-button)





## **Part I - Render material from .vrscene**

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### **Step 1. Enabling "Render material from .vrscene"**

<span style="color: #000000">To use this feature you have to right click on the material in the </span><span style="color: #000000">**Content Browser**</span><span style="color: #000000"> you wish to override at render time and choose “Render material from .vrscene”. Select the FabricBlue and LeatherBlack materials, right click on them and enable the feature for them (1.1). For more details see documentation on </span><span style="color: #000000">[Render material from .vrscene](https://docs-chaos.atlassian.net/wiki/spaces/VRAYUNREAL/pages/116558301)</span><span style="color: #000000">. Next click the V-Ray button in the toolbar (1.2) (1.3). </span>



Check the final result with and without this features to see the difference (1.4).



> ✅ For the "Render material from .vrscene" to work you have to make sure that:
> ✅ 
> ✅ - texture paths in vrscene file are correct and accessible at render time
> ✅ - you are enabling this feature on a material that was imported and not created inside Unreal


## **Part II - Render materials using External Material Libraries (EML)**

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### **Step 1. Creating materials to be used with EML**

<span style="color: #000000">First let's create the materials that will be associated with those inside the EML vrscene file. Inside the </span><span style="color: #000000">**Content Browser**</span><span style="color: #000000"> create (1.1) two V-Ray Material Instances and name them FabricRed and LeatherRed (1.2).</span>



After we have created the materials assign the FabricRed to the two lounge chairs and the LeatherRed to the sofa (1.3).


### **Step 2. Enabling rendering materials with EML**

<span style="color: #000000">To enable the use of EML you have to download and modify a "vraysettings.json" file. You can download it from here: </span>> Macro (ui-button)



<span style="color: #000000"> After download place it in the </span><span style="color: #000000">**Content**</span><span style="color: #000000"> folder of the V-Ray for Unreal plugin. </span><span style="color: #000000">*(Default is C:\Program Files\Epic Games\VersionNumber\Plugins\VRayForUnreal\Content) *</span><span style="color: #000000">(2.1). You can open it using text editor like note. In the line </span><span style="color: #000000">**"#mtl_libraries" : ["Content/mtl_library/mtl_library.vrscene"]**</span><span style="color: #000000"> delete the # symbol to enable the EML functionality. Replace </span><span style="color: #000000">**Content/mtl_library/mtl_library.vrscene **</span><span style="color: #000000">with the path of your vrscene with the material or materials you wish to use at render time (2.2). For more details see documentation on </span><span style="color: #000000">[External Material Libraries](https://docs-chaos.atlassian.net/wiki/spaces/VRAYUNREAL/pages/116558161)</span><span style="color: #000000">.</span>



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## **Part III - Rendering the final image**

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### **Step 1. Render Image**

To render an image from Unreal using V-Ray make sure in the viewport you are looking from the camera (1.1) To render the image click the V-Ray button in the toolbar (1.2) (1.3).



### **Step 2. Refine the Render inside the VFB**

As you can see the render begins filling in over time. Once we get past the earlier passes, we can fine tune the render without the need for external photo editing applications while the render continues to a cleaner and cleaner result.

In the VFB, open up the **Show Corrections Control **panel by clicking on the icon at the bottom right of the window (2.1). Here you'll be able to fine-tune the render by turning on and manipulating the parameters. Tune down the Highlight Burn in the Exposure tab. Adjust the White Balance to turn down the warmth in the image (2.2).



Check the final result with and without to see the difference (2.3).



### **Step 3. Save  the Render**

<span style="color: #000000">Now that the render’s done, from the VFB by click the</span><span style="color: #000000">** Save**</span><span style="color: #000000"> button and select any of these image formats. We’ll select JPG here.</span>