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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

Discovering Nanite

In this section, we will learn what Nanite is and how it works. This will be an overview of the Nanite technology to let you know what we can and cannot do with Nanite.

Nanite is the new virtualized geometry system in Unreal Engine 5. In other words, Nanite is a new, smarter, and faster way to render triangles (polygons) on screen, which allows you to populate your scene with highly detailed assets in terms of polycount (number of polygons per asset) without stressing graphics cards and performances.

To allow us to do that, Nanite uses a new technique to generate level of detail (LOD) meshes (LOD allows the Engine to scale the quality of the asset according to its distance from the camera), which considers clusters instead of the entire mesh.

Nanite divides geometry into clusters. You can see them by entering the Nanite Visualization mode and selecting Clusters. To do that, click on Lit in the top-left corner of the Level Viewport, and from the Nanite Visualization...

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