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

Improving frame rate performance

You will encounter issues when your frame rate becomes very low or, even worse, when you receive error messages like the one shown in the following screenshot:

Figure 12.8: One of the most hateful error messages you can get: out of memory!

Figure 12.8: One of the most hateful error messages you can get: out of memory!

Let’s examine the potential causes.

Draw calls

A draw call is a command that tells the GPU to draw a specific object. The more draw calls your application makes, the more work the CPU has to do to send the commands to the GPU, which can lead to lower frame rates.

The number of draw calls your application uses depends on the number of unique meshes in your scene, as well as the number of unique material IDs each mesh is using. For example, if you have a scene with 100 meshes, each using a different material ID, your application will make 100 draw calls. By reducing the number of draw calls in your application, you can improve its graphical performance. This can be done...