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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

Understanding Material Instances

In this section we will learn what a Material Instance is and why it is so important to use a material creation workflow based on them.

Material instancing is a method to create a material that you can use as a base to generate infinite variations of it. This process creates a parent material (Master Material) and allows you to create infinitely different looking children (Material Instances) for use in your project.

To do that, the proprieties (parameters) of the Master Material are passed to all the Material Instances generated from it. This concept process is called inheritance. The parameters that are created as a node in the Master Material are exposed as values inside the Material Instance Editor (as we will see shortly).

To create a Material Instance, click the right-mouse button on the material you want to use as a parent and select Create Material Instance.

Figure 5.29 – The Create Material Instance command in the material’s right-mouse button option menu

Figure 5.29 – The Create Material Instance...

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