V-Ray for Unreal
External Material Libraries
This page provides an overview of the setup and use of External Material Libraries (EML).
Last updated 25 February 2026
This page provides an overview of the setup and use of External Material Libraries (EML).
Overview
If you would like to use a material that is not yet supported, you can take advantage of the functionality to map Unreal materials to V-Ray materials created with another V-Ray plugin (e.g. V-Ray for Maya, V-Ray for 3ds Max, etc.). For this to work, the materials have to be exported as a .vrscene file (this would be the EML file). The mapping works by matching the name of a material in Unreal to the name of a material in the EML file. In addition, the materials in the EML file need to have a scene_name parameter set. This is the that is used to match a material in Unreal.

EML vrscene Setup
To use the External Material Libraries you have to do the following:
- Create a material in an application that uses V-Ray as a render engine (e.g. 3ds Max, Maya);
- Export the material to a .vrscene file;
- Open the generated vrscene with a text editor (e.g. Notepad);
- Locate your material. (e.g. MtlSingleBRDF NAMEOFMATERIAL);
- Make sure you have a scene_name= parameter in the MtlSingleBRDF properties with the material's name;
- Download vraysettings.json file and place it in the Content folder of the V-Ray for Unreal plugin. (The default is C:\Program Files\Epic Games\VersionNumber\Plugins\VRayForUnreal\Content); Downloaad vraysettings.json
- Open the the .json file and delete the # symbol to enable the EML functionalitythe in the line "#mtl_libraries" : ["Content/mtl_library/mtl_library.vrscene"];
- Replace Content/mtl_library/mtl_library.vrscene with the path of your vrscene with the material(s) you wish to use at render time;
- In Unreal, create a V-Ray Material Instance and name it as the material in the vrscene.
For more information, see the Advanced Material Workflow QuickStart.