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Cinematic Photoreal Environments in Unreal Engine 5

Cinematic Photoreal Environments in Unreal Engine 5

By : Giovanni Visai
4.9 (15)
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Cinematic Photoreal Environments in Unreal Engine 5

Cinematic Photoreal Environments in Unreal Engine 5

4.9 (15)
By: Giovanni Visai

Overview of this book

As Unreal Engine 5 continues to conquer all industries thanks to its real-time technology, UE skills are becoming more sought after than ever. This three-part book covers all the processes behind the creation of a stunning environment in UE 5. Starting with the steps for installing the game engine and learning about its potential, you’ll quickly progress toward generating a variety of different upwards scaling outputs, each bigger than the previous one. After completing the first part and getting realistic shots of a single object, you’ll delve into the world of landscapes, procedural material and foliage, the Landmass plugin, and water tools by creating an environment using Megascan assets. At this point, you’ll know everything you need to create a fascinating and realistic environment. The final part of this book will teach you how to craft cinematic shots by working with cinematic tools, post processing, and framing tools, and by rendering a photorealistic shot in the last chapter. By the end of this Unreal Engine book, you'll be able to create outstanding and realistic environments using the powerful tools provided by UE as well as have an understanding of the importance of filming and composition in world building.
Table of Contents (19 chapters)
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1
Part 1: Getting Started with Unreal Engine 5
9
Part 2: Environment Creation Techniques
13
Part 3: Cinematic Fundamentals and Rendering

Discovering the Megascans Library

In this section we will learn how to use the assets that we can find inside the Megascans Library.

The Megascans Library is a huge online library created by Quixel. Inside it you can find both textures and 3D models. The most relevant characteristic of the Megascans Library’s assets is that all 3d models and textures are scanned assets. That means that all the assets that you can find in the library are generated from photos of real objects. This technique ensures a very high level of detail and a real-life fidelity barely impossible to achieve with standard modelling pipeline (Unless you have a lot of time!).

Scanned assets are not new in the computer graphics industry but they have been used most of the time for pre-visualization purposes because of their huge number of polygons and broken topology. Quixel’s assets are extremely well optimized and reworked to be used in any computer graphics pipeline, including real-time rendering...

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