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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 an interactive lamp

Follow these steps:

  1. Inside the Content Browser area, create a new folder named Blueprints. Right-click inside this folder (or use the aforementioned methods in the first section of this chapter to explore different types of blueprints/blueprint classes) to add a new blueprint class. Choose Actor as the class and name it BP_myFloorLamp. Double-click the blueprint to open it.
  2. Click the plus (+) button in the top-left corner to add components. Type Static Mesh to add a static mesh component. In the static mesh details, choose a floor lamp mesh from your Content Browser area.
  3. Next, add any other components you need, such as a cable or decorations, using static meshes as well. In the Viewport tab, transform these components (move, rotate, or scale) to achieve the desired appearance.
  4. The order of components shown in the list to the left is important; the first element will be the root of our blueprint. You can leave it as...
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