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...
Otros Autores: | |
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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.