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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

Creating a Master Material

In this section, we will learn how to create a complex Master Material (parent material) to generate Material Instances, allowing you to create hundreds of different solid surfaces. This Master Material will be useful for all your future projects. This will be a practical section in which we will learn step by step how to create our Master Material.

We can start with the material we created with the ORDp texture (Figure 5.28). We should use this because all the Megascans Library surfaces have this type of texture set, which we will use in this book.

Let’s start creating a Material Instance of this material and assign it to the assets you want to use to preview the material in the Level Viewport.

Step 1 – adding texture parameters

First, we need to convert our Texture Sample nodes into parameters that can be modified in the Material Instance. You can do that in the same way you converted the other nodes. Click the right-mouse button...

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