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

  • Formāts: 384 pages
  • Sērija : Game Design
  • Izdošanas datums: 24-Jul-2017
  • Izdevniecība: Addison Wesley
  • Valoda: eng
  • ISBN-13: 9780134680743
  • Formāts - EPUB+DRM
  • Cena: 39,44 €*
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  • Formāts: 384 pages
  • Sērija : Game Design
  • Izdošanas datums: 24-Jul-2017
  • Izdevniecība: Addison Wesley
  • Valoda: eng
  • ISBN-13: 9780134680743

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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. UE4s 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 UE4s immense power. World-class UE4 expert Tom Shannon introduces Unreal Engine 4s components and technical concepts, mentoring you through the entire process of building outstanding visualization contentall 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 sciencenot gaming.



Understand UE4s components and development environment Master UE4s 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 UE4s 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) UE4s 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(112)
1 Getting Started with Unreal Engine 4
3(18)
What Is Unreal Engine 4?
4(1)
A Brief History of Unreal Engine
5(1)
Introducing Unreal Engine 4
5(2)
UE4 Highlights for Visualization
7(1)
Developing Interactive Visualizations with Unreal Engine 4
7(7)
Unreal Engine 4 Development Requirements
14(1)
Teamwork in Unreal Engine 4
15(1)
Costs of Developing for UE4
16(1)
Cost Savings of UE4
17(1)
Resources and Training
18(2)
Summary
20(1)
2 Working with UE4
21(14)
Unreal Engine 4 Components
22(5)
Project Folder Structure
27(3)
Understanding .uasset Files
30(1)
Unreal Engine 4 Content Pipeline
30(3)
Summary
33(2)
3 Content Pipeline
35(24)
Content Pipeline Overview
36(2)
3D Scene Setup
38(1)
Preparing Geometry for UE4
39(9)
FBX Mesh Pipeline
48(3)
Texture and Material Workflow
51(3)
Importing to the Content Library
54(2)
Camera Workflow
56(3)
4 Lighting and Rendering
59(20)
Understanding Unreal Engine's Physically Based Rendering (PBR)
60(3)
Lights in UE4
63(1)
Understanding Light Mobility
64(4)
Real-Time Reflections
68(1)
Post-Processing
69(10)
5 Materials
79(22)
Materials Overview
80(1)
UE4 Material Editor
81(3)
How Unreal Materials Work
84(4)
Surface Types
88(1)
Material Instances
89(3)
A Simple Material
92(8)
Summary
100(1)
6 Blueprints
101(12)
Introducing Blueprints
102(1)
Objects, Classes, and Actors
102(2)
The Player
104(1)
The Player Controller
104(3)
Components
107(1)
Variables and their Types
107(1)
The Tick
108(1)
Class Inheritance
109(1)
Spawning and Destroying
110(1)
Blueprint Communication
111(1)
Compiling the Script
112(1)
Summary
112(1)
Part II: Your First UE4 Project 113(52)
7 Setting Up the Project
115(6)
Project Scope
116(1)
Creating a New Project from the Launcher
116(3)
Summary
119(2)
8 Populating the World
121(14)
Making and Saving a New, Blank Level
122(1)
Placing and Modifying Assets
123(2)
Let there Be Light
125(3)
Moving Around the Scene
128(1)
Building the Architecture
129(1)
Adding Details to Your Structure
130(4)
Summary
134(1)
9 Making it Interactive with Blueprints
135(22)
Setting Up the Project
136(1)
Press Play
136(2)
Creating the Pawn
138(4)
Input Mapping
142(2)
Creating the Player Controller Class
144(1)
Adding Input with Blueprints
144(2)
Rotating the View (Looking)
146(1)
Player Movement
147(5)
GameMode
152(3)
Placing the Player Start Actor
155(1)
Summary
156(1)
10 Packaging and Distribution
157(8)
Packaged Versus Editor Builds
158(1)
Project Packaging
158(1)
Packaging Options
159(1)
How to Package
160(1)
Launching Your Application
161(1)
Packaging Errors
161(1)
Distributing the Project
162(1)
Using Installers
163(1)
Summary
163(2)
Part III: Architectural Visualization Project 165(176)
11 Project Setup
167(10)
Project Scope and Requirements
168(1)
Setting Up the Project
169(4)
Applying Project Settings
173(2)
Summary
175(2)
12 Data Pipeline
177(16)
Organizing the Scene
178(1)
Materials
179(1)
Architecture and Fixtures
179(3)
Exporting the Scene
182(2)
Importing the Scene
184(4)
Prop Meshes
188(4)
Summary
192(1)
13 Populating the Scene
193(12)
Scene Building for Visualization
194(1)
Setting Up the Level
194(2)
Placing Architecture Static Meshes
196(2)
Placing Prop Meshes
198(1)
Scene Organization
199(4)
Summary
203(2)
14 Architectural Lighting
205(28)
Getting the Most from UE4's Lighting
206(1)
Static Lighting with Lightmass
207(1)
Adjusting the Sun and Sky Lights
207(5)
Building Lighting
212(3)
Lightmass Settings for Architecture Visualizations
215(3)
Lightmap UV Density Adjustments
218(3)
Placing Interior Lighting
221(1)
Placing Light Portals
222(1)
Using Reflection Probes
223(1)
Post-Process Volume
224(7)
Summary
231(2)
15 Architectural Materials
233(24)
What Is a Master Material?
234(2)
Creating the Master Material
236(8)
Creating Material Instances
244(5)
Advanced Materials
249(7)
Summary
256(1)
16 Creating Cinematics with Sequencer
257(12)
Getting Started with Sequencer
258(3)
Animating the Camera
261(2)
Editing the Shots
263(1)
Saving
264(1)
Collaborating
264(1)
Rendering to Video
264(3)
Summary
267(2)
17 Preparing the Level for Interactivity
269(12)
Setting Up Your Level
270(1)
Adding the Player Start Actor
270(1)
Adding Collision
271(6)
Enabling the Mouse Cursor
277(1)
Creating Post-Process Outlines
278(1)
Summary
279(2)
18 Intermediate Blueprints: UMG Interaction
281(30)
Toggling Datasets
282(1)
Making the Variation Level
282(4)
Level Streaming
286(4)
Defining a Player Start Actor
290(1)
Setting Up the Level Blueprint
290(4)
Programming the Switching
294(3)
Testing Time
297(2)
Unreal Motion Graphics (UMG)
299(7)
Back to the Level Blueprint
306(4)
Summary
310(1)
19 Advanced Blueprints: Material Switcher
311(26)
Setting the Goal
312(1)
Building the Actor Blueprint
313(1)
Creating Variables
314(5)
Adding Components
319(2)
Creating the Change Material Function
321(1)
Understanding the Construction Script
322(5)
Understanding the Event Graph
327(4)
Populating the Level
331(3)
Playing the Application
334(2)
Summary
336(1)
20 Final Thoughts
337(4)
UE4 Continually Changing
338(1)
Future of Visualization
338(1)
Next Steps
339(1)
Virtual Reality
339(1)
Film Making
340(1)
Content Creation
340(1)
Thank You
340(1)
Glossary 341(6)
Index 347
Tom Shannon is a UE4 expert/addict and technical artist with more than a decade of professional experience developing video games and visualizations using Unreal Engine. He is passionate about gaming and game technology as well as visualization and its importance and impact on the real world. He spends his days balancing between building the world alongside architects, engineers, and designers, and then destroying it with giant robots alongside programmers, animators, and effects artists.

Tom lives in Colorado with his beautiful and inspiring wife Serine and his amazing and humbling kids Emma and Dexter. You can find his website at www.TomShannon3D.com.