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Cinematic Photoreal Environments in Unreal Engine 5 (eBook)

Create captivating worlds and unleash the power of cinematic tools without coding
eBook Download: EPUB
2024 | 1. Auflage
548 Seiten
Packt Publishing Limited (Verlag)
978-1-80323-688-9 (ISBN)

Lese- und Medienproben

Cinematic Photoreal Environments in Unreal Engine 5 -  Giovanni Visai
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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.


Achieve stunning photorealistic environments and create cinematic masterpieces by combining environment art, animation, VFX and cinematography with Unreal Engine Specialist, Giovanni VisaiKey FeaturesImplement advanced shaders, effects, and post-processing to make your environment look cinematicExplore techniques for achieving realistic graphic complexity with incredible performanceCreate your own materials and enhance the visuals of your gaming environmentPurchase of the print or Kindle book includes a free PDF eBookBook DescriptionAs 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.What you will learnGenerate a Master Material to create hundreds of different material instancesExplore lighting principles and apply them to UE lighting systemsEvaluate the pros and cons of real-time rendering in the world-building processBuild massive landscapes with procedural materials, heightmap, landmass, and waterPopulate an environment with realistic assets using Foliage and MegascanMaster the art of crafting stunning shots with SequencerEnhance visual quality with Post Process Volume and NiagaraProduce a photorealistic shot using the Movie Render QueueWho this book is forIf you are a creative director, designer, or creator with a passion for technology and CGI, this UE 5 book is for you. Game developers and tech artists will also benefit from this book as it can help them understand an environment artist s workflow and how to optimize performance.]]>
Erscheint lt. Verlag 17.5.2024
Sprache englisch
Themenwelt Mathematik / Informatik Informatik Grafik / Design
Mathematik / Informatik Informatik Programmiersprachen / -werkzeuge
Informatik Software Entwicklung Spieleprogrammierung
ISBN-10 1-80323-688-4 / 1803236884
ISBN-13 978-1-80323-688-9 / 9781803236889
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