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Virtual Filmmaking with Unreal Engine 5

You're reading from   Virtual Filmmaking with Unreal Engine 5 A step-by-step guide to creating a complete animated short film

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Product type Paperback
Published in Feb 2024
Publisher Packt
ISBN-13 9781801813808
Length 480 pages
Edition 1st Edition
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Author (1):
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Hussin Khan Hussin Khan
Author Profile Icon Hussin Khan
Hussin Khan
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Table of Contents (23) Chapters Close

Preface 1. Part 1:Pre-Production: Project Development and Gathering Resources
2. Chapter 1: Getting Started with Unreal Engine FREE CHAPTER 3. Chapter 2: Understanding the Principles of Photography, Film Cameras, and Lenses 4. Chapter 3: Understanding the Art of Storytelling and Creating Your Storyboard 5. Part 2: Production: Creating the Environment
6. Chapter 4: Importing 3D Objects and Creating Levels 7. Chapter 5: Creating Environments with Quixel Megascans 8. Chapter 6: Creating and Applying Materials to 3D Meshes 9. Part 3: Production: Adding and Animating Characters
10. Chapter 7: Creating Actors with Unreal Engine MetaHumans 11. Chapter 8: Retargeting the MetaHumans for Unreal Engine 5 12. Chapter 9: Adding Animations and Facial Expressions to Your MetaHuman Characters 13. Part 4: Production: Shooting the Scene
14. Chapter 10: Adding and Animating Virtual Cameras Using the Level Sequencer 15. Chapter 11: Enhancing Set Dressing, Retiming Shots, and Adding Niagara Particles 16. Chapter 12: Setting the Mood with Lighting and Adding Post-Processing Effects 17. Part 5: Post-Production: Adding Post-Processing Effects and Music
18. Chapter 13: Exploring Color Management, Additional Camera Settings, and Rendering Your Shots 19. Chapter 14: Adding Sound and Finalizing Your Virtual Film 20. Index 21. Other Books You May Enjoy Appendix: Creating Material IDs Using Blender

Understanding Material IDs

In the context of 3D computer graphics, a material ID (also known as a material identifier or material index) is an attribute assigned to different parts or surfaces of a 3D model. It is used to define and differentiate between various materials or shaders applied to different portions of the model.

Let’s say you have a 3D model of a car consisting of separate objects, such as the body, windows, wheels, and headlights. To apply different materials to each component, you would assign a unique material ID to each part, as follows:

  • Body: Material ID 1 (assigned color: red)
  • Windows: Material ID 2 (assigned color: transparent)
  • Wheels: Material ID 3 (assigned color: black)
  • Headlights: Material ID 4 (assigned color: yellow)

Material IDs are particularly useful when you want to apply complex materials or textures to specific regions of a 3D model, as they provide a convenient way to differentiate between different material assignments...

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