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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 Diverse Environments with Plugins

In this demonstrative chapter, we will create a new level to cover, from scratch, the workflow we can use to create an environment from draft using the diverse plugins that Unreal Engine provides us with to modify the landscape and place actors procedurally. We will create a new Landscape material and discover some very useful new nodes, and we will learn how to activate and use the Landmass plugin to modify landscape shape and painting. We will also learn how to activate and use the Water plugin to add a water system to our environment and how to pose assets procedurally with the new Procedural Content Generation (PCG) system.

In this chapter, we will cover the following topics:

  • Setting the level to work procedurally
  • Modifying the landscape with the Landmass plugin
  • Exploring the Water plugin
  • Creating your first PCG Framework
  • Exercise – Create an island environment

At the end of this chapter, we will...

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