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Advance your game development skills and master the art of crafting intricate and visually stunning materials using Unreal Engine 5's powerful Material Editor with the help of this illustrated guide Key Features: - Create spectacular visual effects for use in both games and virtual productions - Design efficient shaders for any real-time platform without sacrificing realism - Leverage Unreal Engine's rendering pipeline and the innards of the material graph Book Description: Unreal Engine is here to stay! Since the launch of the first edition of this book, based on the Unreal Engine 5…mehr

Produktbeschreibung
Advance your game development skills and master the art of crafting intricate and visually stunning materials using Unreal Engine 5's powerful Material Editor with the help of this illustrated guide Key Features: - Create spectacular visual effects for use in both games and virtual productions - Design efficient shaders for any real-time platform without sacrificing realism - Leverage Unreal Engine's rendering pipeline and the innards of the material graph Book Description: Unreal Engine is here to stay! Since the launch of the first edition of this book, based on the Unreal Engine 5 technology, real-time rendering has only grown in popularity. The demand for expertise in this area has grown exponentially across various fields over the last few years, and Unreal Engine 5 builds upon that foundation and continues to push the boundaries of what is achievable in an interactive format. Against this backdrop, the second edition of this book takes a leap forward and explores the new opportunities offered by the latest version of the engine, including Lumen, ray tracing, and Nanite. The book also revisits previously covered techniques and updates them to current standards, shining new light on topics such as the PBR workflow and the different lighting solutions that were present in the first edition. Throughout the chapters, you'll be able to focus on two key principles that you need to consider when dealing with real-time graphics: optimization and efficiency. By the end of this book, you'll have explored the many rendering possibilities that Unreal Engine 5 has to offer to become the master of your own creations! What You Will Learn: - Leverage the capabilities of Lumen and Nanite to create breathtaking experiences - Attain proficiency in the rendering pipeline of Unreal Engine to develop real-time graphics - Utilize the physically based rendering pipeline to achieve photorealistic rendering across multiple scenes - Explore the Material Editor to build complex materials and textures and achieve a high level of detail - Optimize your materials to run seamlessly on multiple platforms - Understand the various nodes and functions required to create impressive visual effects Who this book is for: This comprehensive guide is designed for anyone who is passionate about rendering, real-time graphics, and creating visually stunning experiences with Unreal Engine. Whether you're a beginner or a seasoned professional, this book offers a gentle learning curve that takes you from the fundamentals of the rendering pipeline to the most advanced techniques in the field. With a wealth of information and expert guidance, you'll quickly become proficient in the art of material creation, regardless of your background knowledge. Table of Contents - Understanding Physically Based Rendering - Customizing Opaque Materials and Using Textures - Making Translucent Objects - Playing with Nanite, Lumen, and Other UE5 Goodies - Working with Advanced Material Techniques - Optimizing Materials for Mobile Platforms - Exploring Some More Useful Nodes - Going Beyond Traditional Materials - Adding Post-Processing Effects
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Autorenporträt
Brais Brenlla Ramos is a passionate Architect, 3D artist, Unreal Engine 4 developer and first-time author based between A Corua and his place of work in London, UK. His passion for all things 3D-related dates back to when he was playing games as a child, experiences that fuelled his later studies in architecture and computer animation. His entrance into the professional 3D world happened at the same time as his studies were finishing, with initial projects undertaken in the field of architectural visualization for different studios. Since then, he's worked on many different 3D modeling and app development projects, first as a team member, and later as the Unreal Engine 4 lead developer at a company called AccuCities, based in London.