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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

Creating a Master Material

In this section, we will learn how to create a complex Master Material (parent material) to generate Material Instances, allowing you to create hundreds of different solid surfaces. This Master Material will be useful for all your future projects. This will be a practical section in which we will learn step by step how to create our Master Material.

We can start with the material we created with the ORDp texture (Figure 5.28). We should use this because all the Megascans Library surfaces have this type of texture set, which we will use in this book.

Let’s start creating a Material Instance of this material and assign it to the assets you want to use to preview the material in the Level Viewport.

Step 1 – adding texture parameters

First, we need to convert our Texture Sample nodes into parameters that can be modified in the Material Instance. You can do that in the same way you converted the other nodes. Click the right-mouse button...

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