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

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!