Unreal engine 5
week 1:
first look at the software:
Content of the lecture included:
- Navigating the software using camera movements with keys W, A, S, D
- Altering an object’s material
- Adjusting an object’s position, rotation, and scale
- Manipulating the actor within the scene
- Modifying an object’s mass and various scientific properties
- Project saving techniques
- Enabling physics to make an object movable and subject to gravity
move tool: W-on the keyboard
Extrude tool :R- on the keyboard
Rotation tool: E- on the key boarde
change materials on the objects:
simulate physics: If an Object has mobility set to Movable and it has a simple collision, you can click the check flag Simulate Physics in the Physics Rollout and the Object will be simulated when Simulate in Editor or is clicked.
Week 2:
Materials:
Texture Coordinate changes the UV texture
coordinates based on a two-channel vector.
This can be used to scale textures.
The panner node can be used to add motion
to a material. It is used to create effects such
as fire, water or smoke.
Add takes two inputs, adds them together
and outputs the result.
If- compares two inputs then passes through
one of three other input values based on the
result of comparison. Both compared inputs
must be single float values.
Multiple takes two inputs and multiples
them together and outputs the result. The
results are similar to the multiply layer in
photoshop
For creating constant vectors:
- 1+Left Click: Ideal for attributes like metallic, specular, etc.
- 2+Left Click
- 3+Left Click: Suitable for defining base color and similar properties.
Base colour:
Roughness:
Metallic :
Emissive colour:
- Directional Light: Mimics illumination coming from a source perceived to be infinitely distant, akin to sunlight.
- Point Light: Radiates light uniformly in every direction, resembling the emission from a light bulb.
- Spot Light: Projects light from a singular point, spreading outward in a cone-shaped pattern.
- Rect Light: Distributes light into the environment from a rectangular surface, specified by its width and height. It’s ideal for simulating the light from TV or monitor screens, as well as for overhead lighting fixtures and wall sconces.
Global Illumination Algorithm: Global illumination algorithms increase the realism of lighting in 3D environments by accounting for both direct light from sources and light that is reflected off surfaces. This includes phenomena such as reflections, refractions, and shadows, which showcase the way objects affect the appearance of one another in a scene.
- Lumen Global Illumination: This fully dynamic approach is compatible with all lighting conditions, including emissive materials that cast light and the occlusion effects of sky light.
- Screen Space Global Illumination: A more cost-effective dynamic lighting technique that relies solely on the information visible on the screen, thus having its limitations.
Reflections: Reflection Capture Actors are strategically placed in the scene to provide reflection data to the Reflection Environment, offering a budget-friendly method for enhancing reflections. There are two main types: Box and Sphere. Both capture an image of their surroundings from a central point, which is then used to generate reflections based on the shape of the capture actor. Planar reflections represent a dynamic approach within this system, delivering more accurate reflections.
Lumen: Lumen not only facilitates dynamic indirect specular reflections but also supports single-layer water materials by enforcing mirror-like reflections.
The Sequencer is a tool in Unreal Engine designed for cinematic creation. It allows for the direct animation of characters, cameras, properties, and various objects across a timeline. Detailed instructions on creating and editing a sequence are provided in the workshop activity section.
Keyframes come in various types, each offering distinct functionalities. To change the tangent type of an existing keyframe, simply right-click on it.
week 7: Water material
Partickles:
Niagra Particle System:
1.Render-seach for “Ribbon render”
2.Initialize particle -lifetime-0.35
3.Riboon mode “Direct set”
4.Ribbon-4.0
5.Stage :Create “Event Handler properties” Source “Location event” – execution mode” Spawned particles ”
Spown number- 4.0
Create” Location event”
6.Create a scale ribbon
Create a directional burst:
1.Emitter state: System
2. Add velocity: Velocity mode ” From point”
Velocity speed:
minimum-500
Maximum- 750
Gravity force:0.0- 0.0- -600
Create ” Event handler
Source- Fountain event
execution mode : Spawned particles
Max event per frame-1
Spawn number-300
Animation:
Animation:
Animation Blueprints serve as visual scripting tools tailored for crafting and overseeing intricate animation behaviors. They primarily focus on guiding the animation of a Skeletal Mesh during simulations or gameplay. In the Animation Blueprint Editor, users have the capability to merge animations, adjust skeleton bones, and set up the logic that determines the final animation pose for each frame. Skeletal Mesh Actors display these animated meshes, which are shaped through control points during animation sequences.
Assignment idea: Villa in Bali
I did started my project from landscape ,i was using the sculpt tool to create a sea looking shape. Then i put the square shape and filled the gap.
I created the new folder for the materials
I did created 2 materials :
1. material- Grass
2 material -Water
The water material i did apply to the created sea
The grass material we learn to do in the class, i did apply on the rest of the land.
In the assets a got many pieces of plants that i apply using Foliage ,some of them i did one by one using selection mode.
That’s how i was selecting ,copy paste and created the tropical looking environment.
Final:
Interior :
Exterior:
Assets:
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