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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

In this chapter, we have raised the level. After learning what PBR means and which primary inputs this rendering model uses, we created our first material by adding constant values and textures. The next step was to convert our constants to parameters to be able to modify values in real time inside our Material Instances. We covered all the steps to create a complex Master Material that allows you to create solid surfaces with Material Instance. Finally, we learned the Material Function basics. You are now able to experiment with Master Materials and Material Functions, and you can reproduce a Master Material from scratch and modify it with your own parameters and functions.

Material creation is a huge and very complex topic. The goal of this chapter was to give you the fundamental techniques so that you can use an existing material or create a simple one from scratch. Everything we learned in this chapter is mandatory if you want to explore more complex material creation...

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