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Architectural Visualization in Unreal Engine 5

You're reading from  Architectural Visualization in Unreal Engine 5

Product type Book
Published in Feb 2024
Publisher Packt
ISBN-13 9781837639762
Pages 496 pages
Edition 1st Edition
Languages
Concepts
Author (1):
Ludovico Palmeri Ludovico Palmeri
Profile icon Ludovico Palmeri

Table of Contents (24) Chapters

Preface 1. Part 1: Building the Scene
2. Chapter 1: Setting Up the Project 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

The Blueprint editor

The Blueprint Editor is similar to other panels in Unreal Engine, which is one more reason to become familiar with it quickly: many sections and concepts are the same across different tabs, such as the node system resembling the material node system. Also, while the logic may differ, concepts such as variables, events, and interfaces can be used in other parts of Unreal Engine. For Archviz, learning the basics is usually sufficient since complex game programming is not typically required. Let’s explore these basics together.

Overview

Take a look at the next figure to get a first glimpse of working with the blueprint editor:

Figure 10.12: Overview of the blueprint editor

Figure 10.12: Overview of the blueprint editor

Here’s a quick explanation of these parts:

  1. Toolbar: This contains the most commonly used tools and commands
  2. The Components tab: This is a super important tab as this is where you add components to your Blueprint. Components are the individual...
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