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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

Fundamentals of real-time rendering

Before starting the process that will allow us to export a high-definition video of the shot we have created inside Unreal Engine 5, we need to understand how the rendering process works inside the Engine.

First, we need to define what real-time rendering is and what are the differences with offline rendering.

Real-time rendering is a process in computer graphics where images or animations are generated and displayed in real time, meaning the rendering happens quickly enough to provide an interactive experience. For this reason, it is commonly used in video games. We have tasted what we have just said during the entire book: everything we perform inside the Engine’s Level Viewport is rendered in real time to show us what we are doing; everything happens in a quality that can be considered equal to the final one.

On the other side, offline rendering refers to the generation of images or animations over a longer period, often requiring...

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