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Unreal Engine Lighting and Rendering Essentials.pdf

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Cover
Table of Contents
Copyright
Credits
About the Author
Acknowledgments
About the Reviewers
www.PacktPub.com
Support files, eBooks, discount offers, and more
Why subscribe?
Free access for Packt account holders
Preface
What this book covers
What you need for this book
Who this book is for
Conventions
Reader feedback
Customer support
Downloading the color images of this book
Errata
Piracy
Questions
1. An Introduction to Lighting and Rendering
An introduction to the Unreal rendering system
Lighting paths
Using the Material and Cascade editors
The Material Editor
The Cascade editor
Working with light
Using light sources
Light Mobility status
The light settings
Light shapes
The Directional Light
Directional Light properties
The Point Light
Point Light properties
The Spot Light
Spot Light properties
The Sky Light
Sky Light properties
Summary
2. Understanding the Working of Materials
Understanding the Material Editor
Increasing the efficiency with the Material Editor
Dynamic material instances and material instances
Getting acquainted with the properties and inputs of the Material Editor
Properties
The Physical Material property
The Material
Translucency
Translucency Self Shadowing
Usage
Mobile
Tessellation
Post Process Material
Lightmass
Material Interface
Thumbnail
BaseMaterial inputs
Applying and using materials
The material nodes
The powerful layered material
A material network example
Summary
3. Cascade – a World Made of Particles
The Cascade editor
The toolbar
The Viewport panel
The Emitters panel
The Details panel
The Particle System
Thumbnail
LOD
Bounds
Delay
Macro UV
Occlusion
Materials
The particle emitter
The particle modules
The Curve Editor
The Toolbar
The Track List
The Graph
The interpolation modes
Adding, removing, and organizing curves
The different types of modules
Spawning Particle Systems
Applying the Particle System's optimizations
Summary
4. Precomputed Lights
Understanding lightmass
The Swarm agent
The Ambient Occlusion
The Ambient Occlusion settings
The Lightmass Settings option
The light shape settings
The materials settings
The brush settings
Building the lightmaps
The Indirect Lighting Cache
The Reflection Captures and the Reflection Environment
The Reflection Capture actors
The sphere shape
The box shape
Summary
5. Dynamic Lights Versus Performance
Movable Lights
Distance Field Ambient Occlusion
Setting it up
Limitations
Performance
Settings
The Sky Light
The primitive components
The Mesh Build settings
Debugging
The effects
Ray Traced Distance Field Soft Shadows
Limitations
Directional Lights
Point and Spot Lights
Performance
Settings
Light
Point and Spot Lights
Directional Lights
Summary
6. Post Processing Effects
The Post Process Project Settings
The Post Processing Volume
The properties
The available effects
White Balance
Color Grading
Film
Scene Color
Bloom
Light Propagation Volume
Ambient Cubemap
Auto Exposure
Lens Flares
Ambient Occlusion
Global Illumination
Depth of Field
Motion Blur
Screen Space Reflections
Creating a Lookup Table Texture (LUT)
Summary
7. Render Performance Debugging
The to-do list
Console show flags versus view modes and rendering visualizers
Understanding console show flags
The view modes and rendering visualizers
Console charts
The GPU Visualizer
Recommended
Summary
8. The Unreal Scalability Settings
The general rules
The render settings
The scalability options
The Engine Scalability Settings
The Material Quality Level
Device Profiles
Detail Mode
Console variables
Extending to a multiplayer split-screen
Summary
9. Adding Fog to Your Games
The fog types
The Atmospheric Fog
Adding it to your game
The Exponential Height Fog
Adding it to your game
The animated fog
The color
Animating the Exponential Height Fog
Summary
Index
Unreal Engine Lighting and Rendering Essentials
Table of Contents Unreal Engine Lighting and Rendering Essentials Credits About the Author Acknowledgments About the Reviewers www.PacktPub.com Support files, eBooks, discount offers, and more Why subscribe? Free access for Packt account holders Preface What this book covers What you need for this book Who this book is for Conventions Reader feedback Customer support Downloading the color images of this book Errata Piracy Questions 1. An Introduction to Lighting and Rendering An introduction to the Unreal rendering system Lighting paths Using the Material and Cascade editors The Material Editor The Cascade editor Working with light Using light sources Light Mobility status The light settings Light shapes The Directional Light Directional Light properties The Point Light Point Light properties The Spot Light
Spot Light properties The Sky Light Sky Light properties Summary 2. Understanding the Working of Materials Understanding the Material Editor Increasing the efficiency with the Material Editor Dynamic material instances and material instances Getting acquainted with the properties and inputs of the Material Editor Properties The Physical Material property The Material Translucency Translucency Self Shadowing Usage Mobile Tessellation Post Process Material Lightmass Material Interface Thumbnail BaseMaterial inputs Applying and using materials The material nodes The powerful layered material A material network example Summary 3. Cascade – a World Made of Particles The Cascade editor The toolbar The Viewport panel The Emitters panel The Details panel The Particle System Thumbnail LOD Bounds Delay Macro UV Occlusion
Materials The particle emitter The particle modules The Curve Editor The Toolbar The Track List The Graph The interpolation modes Adding, removing, and organizing curves The different types of modules Spawning Particle Systems Applying the Particle System's optimizations Summary 4. Precomputed Lights Understanding lightmass The Swarm agent The Ambient Occlusion The Ambient Occlusion settings The Lightmass Settings option The light shape settings The materials settings The brush settings Building the lightmaps The Indirect Lighting Cache The Reflection Captures and the Reflection Environment The Reflection Capture actors The sphere shape The box shape Summary 5. Dynamic Lights Versus Performance Movable Lights Distance Field Ambient Occlusion Setting it up Limitations Performance Settings The Sky Light The primitive components The Mesh Build settings Debugging
The effects Ray Traced Distance Field Soft Shadows Limitations Directional Lights Point and Spot Lights Performance Settings Light Point and Spot Lights Directional Lights Summary 6. Post Processing Effects The Post Process Project Settings The Post Processing Volume The properties The available effects White Balance Color Grading Film Scene Color Bloom Light Propagation Volume Ambient Cubemap Auto Exposure Lens Flares Ambient Occlusion Global Illumination Depth of Field Motion Blur Screen Space Reflections Creating a Lookup Table Texture (LUT) Summary 7. Render Performance Debugging The to-do list Console show flags versus view modes and rendering visualizers Understanding console show flags The view modes and rendering visualizers Console charts The GPU Visualizer Recommended
Summary 8. The Unreal Scalability Settings The general rules The render settings The scalability options The Engine Scalability Settings The Material Quality Level Device Profiles Detail Mode Console variables Extending to a multiplayer split-screen Summary 9. Adding Fog to Your Games The fog types The Atmospheric Fog Adding it to your game The Exponential Height Fog Adding it to your game The animated fog The color Animating the Exponential Height Fog Summary Index
Unreal Engine Lighting and Rendering Essentials
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