Unreal Engine 4 for Design Visualization

Developing Stunning Interactive Visualizations, Animations, and Renderings

Paperback Engels 2017 9780134680705
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Samenvatting

Unreal Engine 4 for Design Visualization is the first UE4 development guide written for non-gaming professionals and artists, bringing together all the knowledge they need to leverage UE4’s immense power.

 

World-class UE4 expert Thomas B. Shannon first introduces Unreal Engine 4’s components and technical concepts, giving readers a strong foundation for all that comes next. Next, he mentors readers through the entire process of building outstanding visualization content for environment, audiences, and customers -- all with realistic, carefully documented, start-to-finish example projects.

 

Reflecting the questions most often asked about visualization with UE4, Shannon addresses issues ranging from data import and processing to lighting, advanced materials, and rendering. Throughout, all content is written from the perspective of visualization users in architecture, engineering, or science, not gaming. All sample project files may be downloaded at a companion website, as well as bonus video tutorials.

Specificaties

ISBN13:9780134680705
Taal:Engels
Bindwijze:Paperback

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

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        Unreal Engine 4 for Design Visualization