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Architectural Visualization in Unreal Engine 5

You're reading from   Architectural Visualization in Unreal Engine 5 Create photorealistic architectural interior renderings in UE5

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Product type Paperback
Published in Feb 2024
Publisher Packt
ISBN-13 9781837639762
Length 496 pages
Edition 1st Edition
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Author (1):
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Ludovico Palmeri Ludovico Palmeri
Author Profile Icon Ludovico Palmeri
Ludovico Palmeri
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Table of Contents (24) Chapters Close

Preface 1. Part 1: Building the Scene
2. Chapter 1: Setting Up the Project FREE CHAPTER 3. Chapter 2: Preparing the Scene 4. Chapter 3: Importing the Scene 5. Chapter 4: Managing Your Assets 6. Part 2: Illuminating and Materializing the Scene
7. Chapter 5: Lighting in Unreal – the Essentials 8. Chapter 6: Lighting the Scene 9. Chapter 7: Exploring Materials 10. Chapter 8: Creating Architectural Materials 11. Chapter 9: Detailing the Scene with Decals 12. Part 3: Completing the Scene
13. Chapter 10: Making Interactive Elements Using Blueprints 14. Chapter 11: Communicating between Blueprints 15. Chapter 12: Optimizing the Scene 16. Part 4: Rendering the Scene
17. Chapter 13: Setting Up Cameras 18. Chapter 14: Post-Processing Images 19. Chapter 15: Discovering the Sequencer 20. Chapter 16: Rendering the Scene 21. Index 22. Other Books You May Enjoy Appendix:Substrate Materials

Post-Processing Images

In the traditional CGI pipeline, post-production holds the utmost importance as it significantly impacts the visual appeal of an image. While it has become somewhat simpler lately, it still contributes to at least 50% of the image’s power. This phase occurs after the rendering part and involves using external software such as Photoshop or Nuke, as well as dedicated controls within the rendered frame buffer to adjust lighting, exposure, color grading, and effects such as bloom and glare. However, traditional post-processing takes place after the render computation is complete.

Similarly, in Unreal Engine, we have the post-processing phase, which is not so different from the post-production phase that’s done in other software. It is used to control exposure, lens effects, color grading, depth of field (DOF), vignetting, and many other controls. The key difference is that Unreal Engine performs all of these post-processing operations in real time...

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