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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

Summary

In this chapter, we started by covering the basics of blueprints, a core element of Unreal Engine that allows us to program various functionalities in our scene. We covered the different types of blueprints available in Unreal, focusing on those most useful for Archviz. Then, we quickly learned how to create these blueprint types. Additionally, we covered the widget blueprint and how to create them (a notion that we will face again in the next chapter).

Moving on, we delved into studying the blueprint class editor and its various sections, understanding nodes, functions, and variables.

To apply our knowledge practically, we created a step-by-step blueprint actor for a floor lamp, introducing concepts that can be reused for other blueprints.

In the next chapter, we will continue with practical exercises, building upon the floor lamp we just made. We’ll explore level and widget blueprints, which will enable us to control the floor lamp’s on/off functionality...

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