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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

Modifying your Landscape with Sculpt tools

One of the main characteristics of a Landscape is that we can modify its shape directly inside the Engine to create diverse environments.

Sculpting tools are interactive tools. That means that you can use them directly on your Landscape inside the Level Viewport and see the result of your work in real time.

This is possible because when you use sculpting tools, you are painting a grayscale texture that the Engine uses to modify the Landscape. This texture is called a heightmap and works in the same way we learned about for a Roughness texture or a Metalness texture. White is equal to 1 and black is equal to 0 (zero). So, all the white pixels inside the heightmap will raise the Landscape shape. We will talk about it in the Unlocking heightmaps’ power section of this chapter.

To sculpt and modify our Landscape, we can use all the tools inside the Landscape mode’s Sculpt panel.

Figure 9.7 – Sculpt panel in Landscape mode

Figure 9.7 –...

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