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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

Exploring Post Process Volume Settings

In this section, we will explore several settings that we can find inside the PPV’s Details panel. We are not going to cover all the settings – only the ones that are more useful for cinematic works.

Considering that the PPV is an actor placed in the Level Viewport, the first thing we can find is the Transform tab that allows us to change the location, rotation, and scale of our PPV.

As we have set our PPV to be infinite, the Transform options will affect the PPV shape in the Level Viewport but the PPV will affect the whole Level until we disable Infinite Extent (Unbound). Once we disable that option, the PPV will consider the shape defined by the Transform tab again.

Scrolling down, we have the Lens category.

Figure 12.5 – The Lens category inside the Details panel

Figure 12.5 – The Lens category inside the Details panel

Inside the Lens category, we can find several effects that we can add to our Level. These effects are usually applied to...

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