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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

Throughout this chapter, we have focused on a key skill often overlooked in archviz courses: blueprint communication, concluding our exploration of blueprints. We delved into this subject through hands-on examples and exercises, covering all methods of communication, including casting, Dispatchers, interfaces, and direct communications.

While these concepts are more commonly associated with gaming, they are also immensely powerful tools for archviz artists. They can breathe life into a scene, whether it’s for project presentations or creating animations, even if not intended for interactive tours. Communication enables you to link events, facilitating actions such as connecting the height of the sun to the movement of solar panels and triggering lights to turn on or other dynamic activities. Eventually, we also gained a better understanding of level blueprints and widget blueprints and how to utilize them effectively.

In the upcoming chapter, we will address another...

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