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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

This chapter might have felt easier compared to others as it covered concepts you may already be familiar with. The primary difference in setting up cameras in Unreal is learning where to find the tools and buttons you are accustomed to. Once you become familiar with the camera’s new commands, you’re good to go. In short, during this chapter, we learned how to add cameras to the scene and use them to frame shots; we explored the various settings available and how to adjust them and, additionally, we gained insights into the cinematic viewport. Then, we delved into some advanced functionalities that are crucial for shooting animations: the camera Rig Rail and camera Rig Crane, their purposes, and how to utilize them effectively. Toward the end, we discussed some tools that are currently missing from Unreal’s native cameras, such as perspective correction and stereoscopic cameras, which are significant for Archviz. We also explored how to compensate for these...

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