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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 chapter, we have entered the final phase of the environment creation workflow that will conclude at the end of Chapter 13: the post-processing and rendering phase. We started by learning what a PPV is and how it works. We moved on by learning more about color spaces and color workflows to ensure color consistency through different devices.

Next, we explored all the PPV’s parameters that can help us to artistically improve our frame. We learned what the Bloom effect is, how to manage Chromatic Aberration, how to add a Dirt Mask to our frame, and how to use physical Camera settings. We also learned about Local Exposure and how to use it to improve our frame, how to add Lens Flares and Vignette effects, how to change the frame Temperature settings to create diverse lighting mood, how to color-correct our frame, and how to change the film properties and add some grain to our frame.

In the following section, we learned what a Color LUT is and how we can create...

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