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Virtual Filmmaking with Unreal Engine 5

Virtual Filmmaking with Unreal Engine 5

By : Hussin Khan
4.8 (18)
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Virtual Filmmaking with Unreal Engine 5

Virtual Filmmaking with Unreal Engine 5

4.8 (18)
By: Hussin Khan

Overview of this book

Virtual Filmmaking with Unreal Engine 5 is the first Unreal Engine book to guide you through the complete process of virtual film production. Encompassing the full spectrum of filmmaking, this book demonstrates the use of an industry-standard tool used by studios such as Disney, ILM, DNEG, and Framestore. Walking through the process systematically, you’ll collect references and create a simple storyboard to plan your shots. You'll create virtual environments, import 3D models and add materials and textures to build photorealistic, dynamic worlds. You'll also create actors using highly customizable MetaHumans, understand how to import, re-target, and animate them. You’ll bring it all together with cinematic lighting and camera animation before exporting your film. By the end of this book, you’ll have discovered new tools for your toolkit to work on your virtual film projects in Unreal Engine 5, leveraging Quixel Megascans, Lumen, Nanite, and MetaHuman technology.
Table of Contents (23 chapters)
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Free Chapter
1
Part 1:Pre-Production: Project Development and Gathering Resources
5
Part 2: Production: Creating the Environment
9
Part 3: Production: Adding and Animating Characters
13
Part 4: Production: Shooting the Scene
17
Part 5: Post-Production: Adding Post-Processing Effects and Music

Rendering your final shots

The time has finally arrived for us to carry out the final renders. Before doing so, here are some important points to consider:

  • For the final renders, we will be using the industry-standard EXR file format. EXR files are significantly larger than a JPG or PNG image, with a single rendered image being approximately 7 MB. As such, the entire film will end up being around 8,400 MB (8.4 GB), so ensure that you have enough disk space.
  • We’ll be using OCIO to color manage with ACEScg color space for the final render; we will configure this in Movie Render Queue (note that this is optional).
  • Employ the per-shot rendering method we covered in the previous section to safeguard yourself from wasting unnecessary time in re-rendering shots, just in case Unreal Engine decides to quit mid-render.
  • Be patient; the final renders will take time.

Now, we will configure the OCIO manager, which we’ll require when we set up Movie Render...

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