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

Overview

The Substrate system in UE 5 revolutionizes Material authoring by replacing fixed shading models such as Default Lit and Clear Coat with a versatile, modular framework: Materials are represented as “Slabs of matter” using principled BSDF parameters with well-defined units. These Slabs form a graphical network where operations such as mixing and layering occur.

Overall, Substrate addresses the limitations of legacy UE shading models such as Default Lit and Clear Coat, allowing for smoother transitions and layering across meshes, overcoming issues such as whitish artifacts during Metallic parameter blending.

How it works

The system is fundamentally built upon components called Slabs, which have a direct connection to physical reality. A Substrate Slab is composed of two essential elements: the interface and the medium.

Figure Appendix.1: The Slab’s composition

  • The interface represents the boundary where light interacts...