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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

Summary

In this long but game-changing chapter, we have learned everything we need to know about terrain creation with Landscapes. In the first section, we learned what a Landscape is and how to create a new one considering a real-life size. In the next section, we explored all the different Sculpt tools the Engine provides to create diverse terrain surfaces. We went on and learned how to use a heightmap to automatically generate terrain from a texture with a high Level of detail. Thanks to the Foliage mode, we learned how to place Foliage actors using a brush that allows us to randomly place assets on the Landscape’s surface. Finally, we learned different techniques for creating a Landscape Material that allows us to paint different textures on the Landscape directly inside the Level Viewport. This allows us to procedurally place Foliage actors through the Material and allows us to procedurally paint the Landscape’s surface according to its slope and height variation...

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