Architectural Visualization in Unreal Engine 5 Create Photorealistic Architectural Interior Renderings in UE5

Unleash your potential with Unreal Engine 5, mastering architectural visualization to bring your designs to life with stunning, interactive real-time visualizations Key Features Set up your Unreal project and organize your assets to create an effective workflow Learn best practices for creating real...

Descripción completa

Detalles Bibliográficos
Otros Autores: Palmeri, Ludovico, author (author)
Formato: Libro electrónico
Idioma:Inglés
Publicado: Birmingham, England : Packt Publishing [2024]
Edición:First edition
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009801533706719
Tabla de Contenidos:
  • Cover
  • Title Page
  • Copyright
  • Dedication
  • Contributors
  • Table of Contents
  • Preface
  • Part 1: Building the Scene
  • Chapter 1: Setting Up the Project
  • Technical requirements
  • Installing Unreal Engine
  • Creating a new project
  • Organizing your workspaces
  • How to deal with plugins
  • Enabling plugins
  • Installing external plugins
  • Understanding project settings
  • Project - creating a new level
  • Summary
  • Chapter 2: Preparing the Scene
  • Technical requirements
  • Learning about environment design
  • Game workflow
  • Archviz workflow
  • Hybrid workflow
  • Preparing 3D scenes for real-time usage
  • Dealing with the polycount
  • Approaching 3D architectural scenes and their components
  • Discovering 3D modeling for real-time usage
  • Baked light scenes
  • Unwrapping tips for light baking
  • Dynamic light scenes
  • Architectural elements (walls, arches, pillars, and floors)
  • Props and furniture
  • Using UDIM
  • What is it?
  • Understanding texel density
  • Project - preparing your 3D scene to export to Unreal Engine 5
  • Summary
  • Chapter 3: Importing the Scene
  • Technical requirements
  • Exporting/importing with a traditional workflow
  • Importing FBX content into Unreal
  • Exporting/importing with Datasmith workflow
  • Exporting your scene
  • Importing Datasmith content into Unreal
  • Exploring the scene
  • Navigating within the viewport
  • Navigating the interface
  • Editing models
  • Merging components
  • Project
  • Troubleshooting
  • Summary
  • Chapter 4: Managing Your Assets
  • Technical requirements
  • Using the Content Browser
  • Accessing
  • Organizing your content
  • Placing content from the Content Browser
  • Importing content
  • Copy and pasting .uAsset
  • From the Marketplace
  • From Unreal Engine content
  • Discovering Quixel Bridge
  • Exporting content
  • Migrating content.
  • Exporting content from Unreal Engine
  • Managing content
  • Project - importing Assets from the Marketplace
  • Summary
  • Part 2: Illuminating and Materializing the Scene
  • Chapter 5: Lighting in Unreal - the Essentials
  • Technical requirements
  • Lighting systems
  • Dynamic (real time)
  • Baked
  • Key lesson
  • Placing lights
  • Light mobility
  • Exposure
  • Types of lights
  • HDRI
  • Shadows
  • Bonus topic - Lighting Channels
  • Real-time lighting (with Lumen)
  • Real-time lighting (with path tracing)
  • Enabling path tracing
  • Using and configuring path tracing
  • Baked lighting
  • How to perform light baking
  • Summary
  • Chapter 6: Lighting the Scene
  • Technical requirements
  • A general approach to light
  • Calibrating your values
  • Key learning
  • Outdoor lighting
  • Creating outdoor basic lighting
  • Creating outdoor overcast lighting
  • Creating nocturnal lighting
  • Light volumetric effects
  • Indoor lighting
  • Natural light
  • Artificial light
  • Setting up a light studio
  • Project - lighting an interior
  • Summary
  • Chapter 7: Exploring Materials
  • Understanding Materials for Unreal Engine
  • Technical requirements
  • Discovering the Material Editor
  • Material Editor interface
  • Material properties
  • Creating Materials properly
  • Main Material Node
  • Compile and apply
  • Creating your first clay Material (exercise)
  • Organizing the Graph
  • Optimizing your Materials
  • Material Instances and parameterization
  • Material Functions
  • Summary
  • Chapter 8: Creating Architectural Materials
  • Technical requirements
  • Managing texture for Unreal
  • How to prepare
  • Essential textures
  • How to import
  • Channel packing
  • Creating architectural materials with PBR workflow
  • Creating the master material
  • Making a dielectric material
  • Making a Metallic material
  • Making fabrics
  • Making masked materials.
  • Materials from the Quixel Megascan library
  • Creating refractive materials: architectural glass
  • Blending materials
  • Layered materials
  • Vertex painting
  • Summary
  • Chapter 9: Detailing the Scene with Decals
  • Technical requirements
  • Fundamentals of decals
  • Types and a case study
  • Mesh Decal
  • Project - creating your first decal
  • Summary
  • Part 3: Completing the Scene
  • Chapter 10: Making Interactive Elements Using Blueprints
  • Technical requirements
  • An overview of blueprints
  • How they work
  • Exploring different types of Blueprints
  • Level Blueprint
  • Blueprint classes
  • Widget Blueprint
  • The Blueprint editor
  • Overview
  • Components window
  • Construction Script
  • Event Graph
  • Blueprint essentials
  • Nodes
  • Project - creating an interactive lamp
  • Summary
  • Chapter 11: Communicating between Blueprints
  • Technical requirements
  • Blueprint communication
  • Usage overview
  • Direct blueprint communication
  • Event Dispatchers
  • Blueprint Interfaces
  • Casting
  • Level Blueprints
  • What is a level blueprint?
  • Project - Interacting with the blueprint actor at runtime
  • Loading levels
  • Case studio - Level blueprint and Dispatcher
  • Creating an interactive UI with a widget blueprint
  • Project - Creating a widget
  • Summary
  • Chapter 12: Optimizing the Scene
  • Technical requirements
  • Real-time optimization
  • Knowing your performance budget
  • Checking out the stat-debugging and profiling tools
  • Key learning
  • Improving frame rate performance
  • Draw calls
  • Materials
  • Rendering
  • Light optimization
  • Asset optimization
  • Key learning - finding and fixing bottlenecks
  • Improving texture memory usage
  • Checking texture usage
  • Texture streaming
  • Video memory exhausted
  • Reducing Texture memory
  • Virtual Texturing
  • Best practices
  • Summary
  • Part 4: Rendering the Scene.
  • Chapter 13: Setting Up Cameras
  • Technical requirements
  • Essentials of cinematic cameras
  • How to add cinematic cameras
  • Cinematic viewport
  • How to aim with cinematic cameras and move them
  • Current Camera Settings
  • Preparing cameras for shooting
  • Advanced functionalities
  • Two-point perspective
  • 360 stereoscopic cameras
  • Ortographic Cameras
  • Project - creating your final cameras
  • Summary
  • Chapter 14: Post-Processing Images
  • Technical requirements
  • Understanding post-processing in Unreal Engine
  • The Post-Process Volume
  • PPV versus Post-Process camera
  • Discovering post-processing's main functionalities
  • Post Process Volume Settings
  • Lens
  • Film - Tone Mapping
  • Color Grading
  • Other important features
  • Introducing Post Process Materials
  • Creating a simple PPM
  • Project - fine-tuning your camera views
  • Summary
  • Chapter 15: Discovering the Sequencer
  • Technical requirements
  • Discovering the basics of the Sequencer
  • Definition
  • How to create a sequence
  • Sequencer editor interface
  • Sequencer for cinematics
  • Creating a sequence with linked cameras and spawnable cameras
  • Setting the frame rate and length animation
  • Animating the camera
  • Creating a sequence with shots (master sequences)
  • Sequencer for animations
  • Example - animating the sun
  • Reusing level animation assets
  • Summary
  • Chapter 16: Rendering the Scene
  • Technical requirements
  • Setting up the render with the Movie Render Queue
  • Project setup
  • Launching the MRQ
  • The MRQ interface
  • Rendering with the MRQ
  • The render settings window
  • Overview of the main settings
  • Rendering a still image
  • Rendering an additional passes
  • The utility widget
  • Summary
  • Appendix: Substrate Materials
  • Overview
  • How it works
  • Enabling Substrate Materials
  • What happens to legacy Materials?
  • Creating new Materials.
  • Case study - a wire steel cable coated in a rubber tube
  • About PACKT
  • Index
  • Other Books You May Enjoy
  • Packt is searching for authors like you
  • Download a free PDF copy of this book.