Book Image

Architectural Visualization in Unreal Engine 5

By : Ludovico Palmeri
Book Image

Architectural Visualization in Unreal Engine 5

By: Ludovico Palmeri

Overview of this book

If you excel at creating beautiful architectural renderings offline, but face challenges replicating the same quality in real time, this book will show you how the versatile Unreal Engine 5 enables such transformations effortlessly. While UE5 is widely popular, existing online training resources can be overwhelming and often lack a focus on Architectural visualization. This comprehensive guide is designed for individuals managing tight deadlines, striving for photorealism, and handling typical client revisions inherent to architectural visualization. The book starts with an introduction to UE5 and its capabilities, as well as the basic concepts and principles of architectural visualization. You’ll then progress to essential topics such as setting up a project, modeling and texturing 3D assets, lighting and materials, and post-processing effects. Along the way, you’ll find practical tips, best practices, and hands-on exercises to develop your skills by applying what you learn. By the end of this UE5 book, you'll have acquired the skills to confidently create high-quality architectural visualizations in Unreal Engine and become proficient in building an architectural interior scene in UE5 to produce professional still images.
Table of Contents (24 chapters)
1
Part 1: Building the Scene
6
Part 2: Illuminating and Materializing the Scene
12
Part 3: Completing the Scene
16
Part 4: Rendering the Scene
Appendix:Substrate Materials

Communicating between Blueprints

In the previous chapter, we embarked on a journey of discovery into the Blueprint system. We obtained an overview of its various aspects and even crafted our first Blueprint actor—an interactive floor lamp. Now, let’s take a step further and delve into more advanced examples. Our focus will be on exploring two topics introduced earlier (level and widget blueprints), which we’ll reinforce through practical exercises, as the theory has already been explained.

These powerful tools allow us to interact with actors and scenes during runtime, be it within gameplay or cinematic sequences. Before we dive into these topics, it’s crucial to grasp the fundamental knowledge of blueprint communication. We’ll explore concepts such as casting, interfaces, and Dispatchers—tools that enable blueprints to effectively “talk” with one another. So, let’s embrace these new challenges …ready for that...