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Index
Title Page Copyright Page Dedication Contents at a Glance Contents Preface
Who Should Read This Book How This Book Is Organized
Part I: Unreal Engine 4 Overview Part II: Your First UE4 Project Part III: Architectural Visualization Project
Source Files Conventions Used in This Book
Acknowledgments About the Author Part I: Unreal Engine 4 Overview
Chapter 1. Getting Started with Unreal Engine 4
What Is Unreal Engine 4? A Brief History of Unreal Engine Introducing Unreal Engine 4 UE4 Highlights for Visualization Developing Interactive Visualizations with Unreal Engine 4
What UE4 Brings to Visualization UE4 Development Caveats Identifying Great UE4 Projects
Unreal Engine 4 Development Requirements Teamwork in Unreal Engine 4
Source Control Overview Unreal Engine 4 Versioning Support Integration
Costs of Developing for UE4
Hardware Development Time Testing and QA
Cost Savings of UE4 Resources and Training
Community Support Marketplace Community Events and Conferences
Summary
Chapter 2. Working with UE4
Unreal Engine 4 Components
Epic Games Launcher UE4 Engine UE4 Editor UE4 Projects Source Art
Project Folder Structure
Config Saved Plugins (Optional) Content Intermediate
Understanding .uasset Files Unreal Engine 4 Content Pipeline
Set Up a New Project Build Content Export Content Import Content to UE4 Populate the Level with Content Add Interactivity (Programming!) Test and Refine Package Distribute Provide Support
Summary
Chapter 3. Content Pipeline
Content Pipeline Overview
Content Preparation
3D Scene Setup
Units Statistics Backface Cull and Normals
Preparing Geometry for UE4
Architecture and Prop Meshes Naming UV Mapping Level of Detail (LOD) Collision Pivot Point
FBX Mesh Pipeline
Export Settings Exporting Multiple Meshes Reimporting Where to Put Your FBX Files
Texture and Material Workflow
Textures Multiple Materials
Importing to the Content Library
Initiating Imports Mesh Import Options Texture Options
Camera Workflow Summary
Chapter 4. Lighting and Rendering
Understanding Unreal Engine’s Physically Based Rendering (PBR)
Base Color Roughness Metallic Getting the Most from PBR
Lights in UE4 Understanding Light Mobility
Moveable Lights Stationary Lights Static Lights
Real-Time Reflections
Reflection Probes Post Process Reflections
Post-Processing
Anti-Aliasing Bloom, Glare, and Lens Flares Eye Adaptation (Auto Exposure) Depth of Field Film Effects Motion Blur Screen Space Ambient Occlusion (SSAO) Screen Space Reflections Screen Percentage Post Process Materials
Summary
Chapter 5. Materials
Materials Overview
Creating Materials Applying Materials Modifying Materials
UE4 Material Editor
Opening the Material Editor Editor UI Placing Nodes Using the Preview Viewport Compiling Shaders Saving
How Unreal Materials Work
Pixel and Vertex Shaders Materials Are Math Material Functions
Surface Types
Opaque Masked Translucent
Material Instances
Material Parameters Inheritance Overriding Parameters Organization Master Materials
A Simple Material
Placing Parameter Nodes Making Material Instances Adding a Roughness Map Adding a Normal Map Understanding the Base Color Map
Summary
Chapter 6. Blueprints
Introducing Blueprints Objects, Classes, and Actors
Objects Classes Actors
The Player The Player Controller
Input Handling Player Data Rotation Mouse Interface Other Controllers
Pawns The World Levels Components Variables and their Types The Tick
Delta Seconds
Class Inheritance Spawning and Destroying
Construction Script Begin Play Event
Blueprint Communication
Direct Blueprint Communication Event Dispatchers Blueprint Interfaces Blueprint Casting
Compiling the Script Summary
Part II: Your First UE4 Project
Chapter 7. Setting Up the Project
Project Scope Creating a New Project from the Launcher Summary
Chapter 8. Populating the World
Making and Saving a New, Blank Level Placing and Modifying Assets
Moving, Scaling, and Rotating Using the Details Panel Snapping Duplicating Adding Actors from the Class Browser
Let there Be Light
Sun Atmospheric Fog Assign the Sun to the Atmosphere Sky Light
Moving Around the Scene
Game Style Object Focused
Building the Architecture Adding Details to Your Structure
Placing Props Placing Lights Adding IES Profiles
Summary
Chapter 9. Making it Interactive with Blueprints
Setting Up the Project Press Play
Play Modes Default GameMode
Creating the Pawn
Setting the Player’s View Height Setting Up the Movement Speed
Input Mapping
Action and Axis Mapping Setting Up Mappings Input Device Flexibility
Creating the Player Controller Class Adding Input with Blueprints
Adding Axis Events
Rotating the View (Looking) Player Movement
Referencing the Pawn Is Valid Add Movement Input
GameMode
Creating the GameMode Assigning the GameMode to the Project
Placing the Player Start Actor Summary
Chapter 10. Packaging and Distribution
Packaged Versus Editor Builds Project Packaging
Content Cooking Deployment
Packaging Options
Platforms Build Configuration
How to Package Launching Your Application Packaging Errors Distributing the Project Using Installers Summary
Part III: Architectural Visualization Project
Chapter 11. Project Setup
Project Scope and Requirements Setting Up the Project
Creating the Project Migrating from Another Project Don’t Forget the Input Copying, Renaming, and Moving Assets
Applying Project Settings Summary
Chapter 12. Data Pipeline
Organizing the Scene Materials Architecture and Fixtures
Ensuring Clean Geometry Using Good UV Coordinates
Exporting the Scene
Using Multiple FBX Files Using a Single FBX File
Importing the Scene
Importing into the Content Browser Importing into the Level
Prop Meshes
Setting Pivot Points Using Mindful Geometry Exporting Importing
Summary
Chapter 13. Populating the Scene
Scene Building for Visualization Setting Up the Level
Creating a New Level Adding Basic Lighting
Placing Architecture Static Meshes
Dragging and Dropping Meshes Setting the Location to Zero
Placing Prop Meshes
Surface Snapping Cloning and Copying Shift+Dragging
Scene Organization
World Outliner Layers Grouping Actor Blueprints
Summary
Chapter 14. Architectural Lighting
Getting the Most from UE4’s Lighting
Materials and Lighting
Static Lighting with Lightmass Adjusting the Sun and Sky Lights
Sun Light Sky Light
Building Lighting Lightmass Settings for Architecture Visualizations
Static Lighting Level Scale Num Indirect Lighting Bounces Indirect Lighting Quality Indirect Lighting Smoothness Compress Lightmaps
Lightmap UV Density Adjustments
Rebuild and Save
Placing Interior Lighting
Spot Lights Mobility Intensity Temperature Attenuation IES Files Auto Exposure
Placing Light Portals Using Reflection Probes
Size Performance
Post-Process Volume
Volume Actors Placing the Post-Process Volume Post-Process Volume Setup
Summary
Chapter 15. Architectural Materials
What Is a Master Material?
Material Network Overview Parameter Nodes
Creating the Master Material
Base Color Metallic Roughness Normal Ambient Occlusion Texture Scaling and Transform
Creating Material Instances
Painted Walls Floors
Advanced Materials
Parallax Occlusion Mapping Glass
Summary
Chapter 16. Creating Cinematics with Sequencer
Getting Started with Sequencer
Master Sequence Dynamic Cameras
Animating the Camera
Setting Keyframes Piloting the Camera Track and Camera Naming Transitions
Editing the Shots Saving Collaborating Rendering to Video
Render Movie Settings Rendering Process
Summary
Chapter 17. Preparing the Level for Interactivity
Setting Up Your Level Adding the Player Start Actor Adding Collision
Complex Versus Simple Collision Walls and Floors Setting Prop Collision
Enabling the Mouse Cursor Creating Post-Process Outlines Summary
Chapter 18. Intermediate Blueprints: UMG Interaction
Toggling Datasets Making the Variation Level
Making a Copy with Save As Importing the New Architecture Replacing the Architecture Meshes Setting Up Lightmap Density Applying Materials Enabling Collision Decorating (Optional) Building Lighting
Level Streaming
Making a New Level Accessing the Levels Interface Adding Streaming Levels Using Blueprints Versus Always Loaded Levels
Defining a Player Start Actor Setting Up the Level Blueprint
Opening the Level Blueprint Using Events Testing Time
Programming the Switching
Creating Custom Events
Testing Time
Creating the Keyboard Shortcut Compiling and Saving Clicking Play
Unreal Motion Graphics (UMG)
Using Widgets Horizontal Box Buttons Labels
Back to the Level Blueprint
Creating the Widget Adding the Widget to the Viewport Event Binding Compiling and Saving Playing the Game
Summary
Chapter 19. Advanced Blueprints: Material Switcher
Setting the Goal Building the Actor Blueprint Creating Variables
Meshes To Modify Array Materials Array Start Material Index Variable Current Material Index Variable IsClicked Variable
Adding Components
Billboard Component TextRender Component
Creating the Change Material Function
New Index Input Is Valid Index For Each Loop
Understanding the Construction Script
Set Text Label Draw Connecty Lines Change Material to Start Index
Understanding the Event Graph
Begin Play Event Binding Mouse Over and Mouse Out Click Action Detecting False Clicks
Populating the Level
Adding Meshes Adding Materials Setting Defaults Copying and Pasting
Playing the Application Summary
Chapter 20. Final Thoughts
UE4 Continually Changing Future of Visualization Next Steps Virtual Reality Film Making Content Creation Thank You
Glossary Index
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