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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

Project – creating your first decal

We are going to create a decal that will be useful for our project scene. Specifically, we want to create scratches and dirty markings for the wooden floor. These elements add undeniable realism to the scene. By using a decal to do this, we gain great flexibility in terms of positioning and avoid the need to create a super complex Material with masks, which would inevitably end up being repetitive. Follow these steps:

  1. To begin, right-click inside the Content Browser and create a new master Material named D_scratches. Open the Material editor and select the main Material node. Change Domain to Deferred Decal and Blend Mode to Translucent.
  2. In our case, the scratches will mainly alter the Normal and Roughness values, not the Base Color (although they might in other cases). To achieve this, we use the same expression we used for Normals in the PBR Material, and we plug a simple scalarParameter for Roughness, setting it to a high value...
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