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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

Summary

We have covered a lot of topics in this chapter: the different lighting workflows in Unreal and how they work, how to enable and configure each of them, and what are the best practices to follow. We have explored dynamic lighting, which includes the Lumen system and path tracing, and how they handle GI. We have also learned about baked lighting, how to prepare our scene for baking, and how to perform a bake using either GPULM or CPU Lightmass. In addition, we have discussed the various types of lighting Actors, their settings, and some tips and tricks to optimize them: Directional Lights, Sky Lights, Spot Lights, Point Lights, Rect Lights, HDRI systems, and emissive materials. We have also touched on lighting channels and how they can be useful. In summary, we have learned the basics of lighting in Unreal Engine 5. Now, it’s time to apply these concepts and learn how to actually light an environment. Let’s do that together in the next chapter!

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