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Virtual Filmmaking with Unreal Engine 5

You're reading from   Virtual Filmmaking with Unreal Engine 5 A step-by-step guide to creating a complete animated short film

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Product type Paperback
Published in Feb 2024
Publisher Packt
ISBN-13 9781801813808
Length 480 pages
Edition 1st Edition
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Author (1):
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Hussin Khan Hussin Khan
Author Profile Icon Hussin Khan
Hussin Khan
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Table of Contents (23) Chapters Close

Preface 1. Part 1:Pre-Production: Project Development and Gathering Resources FREE CHAPTER
2. Chapter 1: Getting Started with Unreal Engine 3. Chapter 2: Understanding the Principles of Photography, Film Cameras, and Lenses 4. Chapter 3: Understanding the Art of Storytelling and Creating Your Storyboard 5. Part 2: Production: Creating the Environment
6. Chapter 4: Importing 3D Objects and Creating Levels 7. Chapter 5: Creating Environments with Quixel Megascans 8. Chapter 6: Creating and Applying Materials to 3D Meshes 9. Part 3: Production: Adding and Animating Characters
10. Chapter 7: Creating Actors with Unreal Engine MetaHumans 11. Chapter 8: Retargeting the MetaHumans for Unreal Engine 5 12. Chapter 9: Adding Animations and Facial Expressions to Your MetaHuman Characters 13. Part 4: Production: Shooting the Scene
14. Chapter 10: Adding and Animating Virtual Cameras Using the Level Sequencer 15. Chapter 11: Enhancing Set Dressing, Retiming Shots, and Adding Niagara Particles 16. Chapter 12: Setting the Mood with Lighting and Adding Post-Processing Effects 17. Part 5: Post-Production: Adding Post-Processing Effects and Music
18. Chapter 13: Exploring Color Management, Additional Camera Settings, and Rendering Your Shots 19. Chapter 14: Adding Sound and Finalizing Your Virtual Film 20. Index 21. Other Books You May Enjoy Appendix: Creating Material IDs Using Blender

Removing Lightmaps

In Unreal Engine 5, Epic Games introduced Lumen, a fully dynamic global illumination and reflection system. Prior to this, the precomputed (or “baked”) lighting method was used, where the light and shadow information was permanently “baked” onto the surface of 3D objects, thus moving the lights or changing their color and intensity would not have any effect. The only way was to re-bake the lights, which would usually take anything from minutes to hours, depending on the complexity of the scene. With Lumen, all light properties and positions are changeable in real time. This is an absolute game-changer!

To take advantage of the Lumen real-time lighting, we will need to ensure that we remove all remnants (if any) of baked lights in the scene. Here’s how to do so:

  1. Go to the Window drop-down menu and select World Settings.
Figure 4.16: Opening the World Settings panel

Figure 4.16: Opening the World Settings panel

  1. In the World Settings...
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