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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
Tools
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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

Discovering RVTs

RVTs represent a way to manage huge textures and with the newest Engine’s version, they became much faster and more optimized.

The primary use of RVTs is to reduce the texture’s overdraw. As we will see in Chapter 9, we can paint textures on our terrain (Landscape) with multiple layers. The Engine keeps calculating all these layers to show you the correct results. All this information is stored in the GPU and processed in real time. When the number of textured layers on a single pixel on the screen is too much to be calculated in real time by our GPU, we have performance issues.

An RVT takes all this layer information and baked them on a single texture that is stored on the GPU, but it has been already calculated. It is something very similar to the concepts of Static Lights that we saw in Chapter 6, but RVTs work in real time.

This solution allows us to create huge and very complex terrain with a high number of high-resolution textures without...

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