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Cinematic Photoreal Environments in Unreal Engine 5

You're reading from   Cinematic Photoreal Environments in Unreal Engine 5 Create captivating worlds and unleash the power of cinematic tools without coding

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Product type Paperback
Published in May 2024
Publisher Packt
ISBN-13 9781803244112
Length 548 pages
Edition 1st Edition
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Author (1):
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Giovanni Visai Giovanni Visai
Author Profile Icon Giovanni Visai
Giovanni Visai
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Table of Contents (19) Chapters Close

Preface 1. Part 1: Getting Started with Unreal Engine 5
2. Chapter 1: Creating Your First Project in Unreal Engine 5 FREE CHAPTER 3. Chapter 2: Navigating through the Unreal Engine 5 Interface 4. Chapter 3: Exploring Unreal Engine 5 Project Structure 5. Chapter 4: Importing and Working with Assets 6. Chapter 5: Mastering Materials and Shading 7. Chapter 6: Illuminating Your World with Lighting 8. Chapter 7: Exploring Nanite, RVTs, and the World Partition Tool 9. Part 2: Environment Creation Techniques
10. Chapter 8: Utilizing the Megascans Library 11. Chapter 9: Mastering Landscape and Terrain 12. Chapter 10: Creating Diverse Environments with Plugins 13. Part 3: Cinematic Fundamentals and Rendering
14. Chapter 11: Crafting Cinematic Shots with Cameras and a Sequencer 15. Chapter 12: Enhancing Scenes with Post-Processing and Niagara 16. Chapter 13: Rendering and Exporting Cinematic Shots 17. Index 18. Other Books You May Enjoy

Working with levels

In this section, we will learn how to create a level, how to save it, and understand how working with multiple levels is the best workflow to achieve massive environments.

A level is all or a part of your world. A game is usually divided into multiple levels with various kinds of transitions between them. Sometimes, there are no transitions at all, and levels are loaded seamlessly during the game or during a cinematic. Levels contain everything we can see in our game. In your case, everything you can see in your cinematic environment. A level can contain static mesh actors (3D models) such as trees, buildings, or a vehicle; lighting actors; landscapes; skeletal mesh actors (animated assets) such as characters; sounds; visual effects such as a particle system; volumes and any kind of utilities that improve the visual quality of your project; and cameras and level sequences. It also includes blueprints and code assets. A level is like a snowball where you can see...

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