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

Post-Processing Images

In the traditional CGI pipeline, post-production holds the utmost importance as it significantly impacts the visual appeal of an image. While it has become somewhat simpler lately, it still contributes to at least 50% of the image’s power. This phase occurs after the rendering part and involves using external software such as Photoshop or Nuke, as well as dedicated controls within the rendered frame buffer to adjust lighting, exposure, color grading, and effects such as bloom and glare. However, traditional post-processing takes place after the render computation is complete.

Similarly, in Unreal Engine, we have the post-processing phase, which is not so different from the post-production phase that’s done in other software. It is used to control exposure, lens effects, color grading, depth of field (DOF), vignetting, and many other controls. The key difference is that Unreal Engine performs all of these post-processing operations in real time...