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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

Fundamentals of real-time rendering

Before starting the process that will allow us to export a high-definition video of the shot we have created inside Unreal Engine 5, we need to understand how the rendering process works inside the Engine.

First, we need to define what real-time rendering is and what are the differences with offline rendering.

Real-time rendering is a process in computer graphics where images or animations are generated and displayed in real time, meaning the rendering happens quickly enough to provide an interactive experience. For this reason, it is commonly used in video games. We have tasted what we have just said during the entire book: everything we perform inside the Engine’s Level Viewport is rendered in real time to show us what we are doing; everything happens in a quality that can be considered equal to the final one.

On the other side, offline rendering refers to the generation of images or animations over a longer period, often requiring...

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