Unreal engine 4 shaders and effects cookbook over 70 recipes for mastering post-processing effects and advanced shading techniques

Unreal Engine 4 is a powerful game engine, one which has seen a recent boost in widespread adoption thanks to its ease of use and the powerful rendering pipeline that it packs. Seeing as how it's relatively easy to create stunning presentations and visuals, Unreal has quickly become a strong co...

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Bibliographic Details
Other Authors: Ramos, Brais Brenlla, author (author), Doran, John P., 1988 or 1989- author
Format: eBook
Language:Inglés
Published: Birmingham : Packt Publishing 2019.
Edition:First edition
Subjects:
See on Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009755100906719
Table of Contents:
  • Cover; Title Page; Copyright and Credits; About Packt; Contributors; Table of Contents; Preface; Chapter 1: Physically Based Rendering; Introduction; Setting up a studio scene; Getting ready; How to do it ... ; How it works ... ; Working inside the material editor; Getting ready; How to do it ... ; How it works ... ; Our first physically based material; Getting ready; How to do it ... ; How it works ... ; Creating some simple glass with the translucent blend mode; Getting ready; How to do it ... ; How it works ... ; Lighting our scene with image-based lighting; Getting ready; How to do it ... ; How it works ...
  • Checking the cost of our materialsGetting ready; How to do it ... ; How it works ... ; Chapter 2: Post-Processing Effects; Introduction; Using a post-process volume; Getting ready; How to do it ... ; How it works ... ; See also; Changing the mood of a scene through color grading; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Setting up a cinematic shot using depth of field; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Applying cinematic effects to our games; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also
  • Mimicking a real-life camera using Bloom and Lens FlaresGetting ready; How to do it ... ; How it works ... ; There's more ... ; See also; A horror movie pulsating effect with post process materials; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Adjusting anti aliasing and other rendering features; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Chapter 3: Opaque Materials and Texture Mapping; Introduction; Using masks within a material; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Instancing a material
  • Getting readyHow to do it ... ; How it works ... ; There's more ... ; See also; Texturing a small prop; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; A plastic cloth using Fresnel and detail texturing; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Creating a semi procedural material; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Baking out a material; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Distance-based texture blending; Getting ready; How to do it ... ; How it works ...
  • There's more ... See also; Chapter 4: Translucent Materials and More; Introduction; Creating a candle material with SSS; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Setting up a truly transparent glass; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; A different type of translucency
  • holograms; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Achieving realistic reflections; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Mastering refraction by creating a pool water material