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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

Exploring Nanite, RVTs, and the World Partition Tool

In this theoretical chapter, we will cover the newest features that Epic Games has introduced with Unreal Engine 5. We will learn what Nanite is and how it can improve your workflow, and we will also learn what a virtual texture is and how the world partition tool can help us create a massive world.

We will cover the following topics in this chapter:

  • Understanding Nanite
  • Understanding Runtime Virtual Textures (RVTs)
  • Understanding the new World Partition tool

By the end of this chapter, you will know what Nanite is and how it works; you will understand what an RVT is and how to merge an asset with the terrain’s material in a more realistic way; and you will have a clearer idea of what the World Partition tool is used for.

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