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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
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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 the Post Process Volume

In this section, we will learn what a Post Process Volume is and how to use it. A Post Process Volume (from here on, PPV) is a volume that can be used to add post-processing effects to our scene. When we talk about post-processing effects, we are talking about everything regardless of color correction and image effects. With a PPV placed inside the Level, we can simply modify the result in terms of what we are seeing inside the Level Viewport.

The PPV also includes a lot of different parameters to improve different rendering features such as Reflection samples or global illumination bounces. We will talk about them in Chapter 13. In this chapter, we are going to cover the parameters that allow us to artistically improve our frame.

Considering that we are talking about color correction, we need to talk about color space in Unreal Engine 5 and color space management in general before starting to explore what we can do with a PPV. This is going...

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