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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 chapter, we have learned how simple it can be to create diverse environments by using Unreal Engine 5’s plugins. We started by creating an Auto Landscape material that could allow us to automatically paint different materials on the Landscape surface. We went on to introduce the Landmass plugin. Thanks to its custom brushes, we learned how to sculpt a landscape with a spline and how to assign different paint layers to create variations such as paths.

Next, we started adding water to our scene. After we introduced the Water Body Lake, Water Body River, and Water Body Ocean actors, we added a lake to our scene, and we learned how to modify the Water material. Last but not least, in the last section, we explored the fundamentals of the Procedural Content Generation Framework by creating a simple but useful PCG Graph.

At the end of this chapter, we closed the environment creation part and, with it, the second part of the book. We are now ready to improve our...

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