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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

Summary

With this dense notions chapter, we have left behind all the techniques involved in creating an environment and have entered the final phase of our workflow: the output phase. In this chapter, we first learned what a Cine Camera Actor is and how to use it by exploring all of its parameters. We moved on to introducing the Level Sequence actor and how to edit it with the Sequencer editor. After exploring the animation fundamentals, we learned how to animate a Cine Camera Actor to create camera movements. After that, we summarized the framing principles needed to compose an environment shot in the best way possible. In order to do so, we explored the Viewport overlays that the Engine provides to us as the 3 x 3 overlay that helps us to follow the rule of thirds. We moved on by learning how to create a camera shake effect and we finished by explaining how to combine multiple cameras and shots.

Now, we can see the end of our journey. At this point of the book, with only two chapters...

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