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Published by Addison-Wesley Professional (July 24, 2017) © 2018

Tom Shannon
    VitalSource eTextbook (Lifetime access)
    €39,99
    ISBN-13: 9780134680743

    Unreal Engine 4 for Design Visualization: Developing Stunning Interactive Visualizations, Animations, and Renderings ,1st edition

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    Language: English

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    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.
    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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