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Unreal Engine 4 for Design Visualization: Developing Stunning Interactive Visualizations, Animations, and Renderings


Unreal Engine 4 for Design Visualization: Developing Stunning Interactive Visualizations, Animations, and Renderings

Paperback by Shannon, Tom

Unreal Engine 4 for Design Visualization: Developing Stunning Interactive Visualizations, Animations, and Renderings

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ISBN:
9780134680705
Publication Date:
31 Aug 2017
Language:
English
Publisher:
Pearson Education (US)
Imprint:
Addison Wesley
Pages:
384 pages
Format:
Paperback
For delivery:
Estimated despatch 30 Apr - 8 May 2024
Unreal Engine 4 for Design Visualization: Developing Stunning Interactive Visualizations, Animations, and Renderings

Description

The Official, Full-Color Guide to Developing Interactive Visualizations, Animations, and Renderings with Unreal Engine 4 Unreal Engine 4 (UE4) was created to develop video games, but it has gone viral among architecture, science, engineering, and medical visualization communities. UE4's stunning visual quality, cutting-edge toolset, unbeatable price (free!), and unprecedented ease of use redefines the state of the art and has turned the gaming, film, and visualization industries on their heads. Unreal Engine 4 for Design Visualization delivers the knowledge visualization professionals need to leverage UE4's immense power. World-class UE4 expert Tom Shannon introduces Unreal Engine 4's components and technical concepts, mentoring you through the entire process of building outstanding visualization content-all with realistic, carefully documented, step-by-step sample projects. Shannon answers the questions most often asked about UE4 visualization, addressing issues ranging from data import and processing to lighting, advanced materials, and rendering. He reveals important ways in which UE4 works differently from traditional rendering systems, even when it uses similar terminology. Throughout, he writes from the perspective of visualization professionals in architecture, engineering, or science-not gaming. Understand UE4's components and development environment Master UE4's pipeline from source data to delivered application Recognize and adapt to the differences between UE4 and traditional visualization and rendering techniques Achieve staggering realism with UE4's Physically Based Rendering (PBR) Materials, Lighting, and Post-Processing pipelines Create production-ready Materials with the interactive real-time Material Editor Quickly set up projects, import massive datasets, and populate worlds with accurate visualization data Develop bright, warm lighting for architectural visualizations Create pre-rendered animations with Sequencer Use Blueprints Visual Scripting to create complex interactions without writing a single line of code Work with (and around) UE4's limitations and leveraging its advantages to achieve your vision All UE4 project files and 3ds Max source files, plus additional resources and links, are available at the book's companion website.

Contents

Preface xvi Acknowledgments xxi About the Author xxii PART I: UNREAL ENGINE 4 OVERVIEW 1 Chapter 1 Getting Started with Unreal Engine 4 3 What Is Unreal Engine 4? 4 A Brief History of Unreal Engine 5 Introducing Unreal Engine 4 5 UE4 Highlights for Visualization 7 Developing Interactive Visualizations with Unreal Engine 4 7 Unreal Engine 4 Development Requirements 14 Teamwork in Unreal Engine 4 15 Costs of Developing for UE4 16 Cost Savings of UE4 17 Resources and Training 18 Summary 20 Chapter 2 Working with UE4 21 Unreal Engine 4 Components 22 Project Folder Structure 27 Understanding .uasset Files 30 Unreal Engine 4 Content Pipeline 30 Summary 33 Chapter 3 Content Pipeline 35 Content Pipeline Overview 36 3D Scene Setup 38 Preparing Geometry for UE4 39 FBX Mesh Pipeline 48 Texture and Material Workflow 51 Importing to the Content Library 54 Camera Workflow 56 Summary 57 Chapter 4 Lighting and Rendering 59 Understanding Unreal Engine's Physically Based Rendering (PBR) 60 Lights in UE4 63 Understanding Light Mobility 64 Real-Time Reflections 68 Post-Processing 69 Summary 77 Chapter 5 Materials 79 Materials Overview 80 UE4 Material Editor 81 How Unreal Materials Work 84 Surface Types 88 Material Instances 89 A Simple Material 92 Summary 100 Chapter 6 Blueprints 101 Introducing Blueprints 102 Objects, Classes, and Actors 102 The Player 104 The Player Controller 104 Pawns 106 The World 106 Levels 107 Components 107 Variables and their Types 107 The Tick 108 Class Inheritance 109 Spawning and Destroying 110 Blueprint Communication 111 Compiling the Script 112 Summary 112 PART II: YOUR FIRST UE4 PROJECT 113 Chapter 7 Setting Up the Project 115 Project Scope 116 Creating a New Project from the Launcher 116 Summary 119 Chapter 8 Populating the World 121 Making and Saving a New, Blank Level 122 Placing and Modifying Assets 123 Let there Be Light 125 Moving Around the Scene 128 Building the Architecture 129 Adding Details to Your Structure 130 Summary 134 Chapter 9 Making it Interactive with Blueprints 135 Setting Up the Project 136 Press Play 136 Creating the Pawn 138 Input Mapping 142 Creating the Player Controller Class 144 Adding Input with Blueprints 144 Rotating the View (Looking) 146 Player Movement 147 GameMode 152 Placing the Player Start Actor 155 Summary 156 Chapter 10 Packaging and Distribution 157 Packaged Versus Editor Builds 158 Project Packaging 158 Packaging Options 159 How to Package 160 Launching Your Application 161 Packaging Errors 161 Distributing the Project 162 Using Installers 163 Summary 163 PART III: ARCHITECTURAL VISUALIZATION PROJECT 165 Chapter 11 Project Setup 167 Project Scope and Requirements 168 Setting Up the Project 169 Applying Project Settings 173 Summary 175 Chapter 12 Data Pipeline 177 Organizing the Scene 178 Materials 179 Architecture and Fixtures 179 Exporting the Scene 182 Importing the Scene 184 Prop Meshes 188 Summary 192 Chapter 13 Populating the Scene 193 Scene Building for Visualization 194 Setting Up the Level 194 Placing Architecture Static Meshes 196 Placing Prop Meshes 198 Scene Organization 199 Summary 203 Chapter 14 Architectural Lighting 205 Getting the Most from UE4's Lighting 206 Static Lighting with Lightmass 207 Adjusting the Sun and Sky Lights 207 Building Lighting 212 Lightmass Settings for Architecture Visualizations 215 Lightmap UV Density Adjustments 218 Placing Interior Lighting 221 Placing Light Portals 222 Using Reflection Probes 223 Post-Process Volume 224 Summary 231 Chapter 15 Architectural Materials 233 What Is a Master Material? 234 Creating the Master Material 236 Creating Material Instances 244 Advanced Materials 249 Summary 256 Chapter 16 Creating Cinematics with Sequencer 257 Getting Started with Sequencer 258 Animating the Camera 261 Editing the Shots 263 Saving 264 Collaborating 264 Rendering to Video 264 Summary 267 Chapter 17 Preparing the Level for Interactivity 269 Setting Up Your Level 270 Adding the Player Start Actor 270 Adding Collision 271 Enabling the Mouse Cursor 277 Creating Post-Process Outlines 278 Summary 279 Chapter 18 Intermediate Blueprints: UMG Interaction 281 Toggling Datasets 282 Making the Variation Level 282 Level Streaming 286 Defining a Player Start Actor 290 Setting Up the Level Blueprint 290 Programming the Switching 294 Testing Time 297 Unreal Motion Graphics (UMG) 299 Back to the Level Blueprint 306 Summary 310 Chapter 19 Advanced Blueprints: Material Switcher 311 Setting the Goal 312 Building the Actor Blueprint 313 Creating Variables 314 Adding Components 319 Creating the Change Material Function 321 Understanding the Construction Script 322 Understanding the Event Graph 327 Populating the Level 331 Playing the Application 334 Summary 336 Chapter 20 Final Thoughts 337 UE4 Continually Changing 338 Future of Visualization 338 Next Steps 339 Virtual Reality 339 Film Making 340 Content Creation 340 Thank You 340 Glossary 341 Index 347

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