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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

Illuminating your first environment

In this section, we will learn how easy it is to illuminate an environment with Lumen and all the light assets we have seen in this chapter. To do that, we will use Epic Games’ free content. The project is called Megascans Abandoned Apartment. You can download it from the marketplace (https://www.unrealengine.com/marketplace/en-US/product/c26355353df843289701d632508d4fb0?sessionInvalidated=true) to easily follow this section.

Figure 6.43 – Megascans Abandoned Apartment project on the marketplace

Figure 6.43 – Megascans Abandoned Apartment project on the marketplace

This project has been created to use hardware Ray Tracing. Before we start, we need to set it to use Lumen and all the features we have seen in this chapter. To do that, once you have opened the project (it could take a while the first time because it’s huge!), go to Project Settings and be sure that all the following settings are enabled:

Figure 6.44 – Settings to change to run the project with Lumen

Figure 6.44 – Settings to change...

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