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Unreal engine 4 shaders and effects cookbook : over 70 recipes for mastering post-processing effects and advanced shading techniques / Brais Brenlla Ramos, John P. Doran.

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Format:
Book
Author/Creator:
Brenlla Ramos, Brais, author.
Doran, John P., author.
Language:
English
Subjects (All):
Video games--Development.
Video games.
Video games--Programming.
Physical Description:
1 online resource (518 pages)
Edition:
1st ed.
Distribution:
London : Bloomsbury Publishing (UK), 2024.
Place of Publication:
Birmingham : Packt Publishing, 2019.
System Details:
text file HTML
Biography/History:
Ramos Brais Brenlla: 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. Doran John P. : John P. Doran is a passionate and seasoned Technical Game Designer, Software Engineer, and Author who is based in Incheon, South Korea. His passion for game development began at an early age. He later graduated from DigiPen Institute of Technology with a Bachelor of Science in Game Design. For over a decade, John has gained extensive hands-on expertise in game development working in various roles ranging from game designer to lead UI programmer working in teams consisting of just himself to over 70 people in student, mod, and professional game projects including working at LucasArts on Star Wars: 1313. Additionally, John has worked in game development education teaching in Singapore, South Korea, and the United States. To date, he has authored over 10 books pertaining to game development. John is currently a Technical Game Design Instructor at George Mason University Korea. Prior to his present ventures, he was an award-winning videographer.
Summary:
Unreal Engine 4 is a powerful game engine, one which has seen a recent boost in widespread adoption thanks to its ease of use and the powerful rendering pipeline that it packs. Seeing as how it's relatively easy to create stunning presentations and visuals, Unreal has quickly become a strong contender in industries where this kind of software had been previously denied entry.
Contents:
Cover; Title Page; Copyright and Credits; About Packt; Contributors; Table of Contents; Preface; Chapter 1: Physically Based Rendering; Introduction; Setting up a studio scene; Getting ready; How to do it ... ; How it works ... ; Working inside the material editor; Getting ready; How to do it ... ; How it works ... ; Our first physically based material; Getting ready; How to do it ... ; How it works ... ; Creating some simple glass with the translucent blend mode; Getting ready; How to do it ... ; How it works ... ; Lighting our scene with image-based lighting; Getting ready; How to do it ... ; How it works ...
Checking the cost of our materialsGetting ready; How to do it ... ; How it works ... ; Chapter 2: Post-Processing Effects; Introduction; Using a post-process volume; Getting ready; How to do it ... ; How it works ... ; See also; Changing the mood of a scene through color grading; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Setting up a cinematic shot using depth of field; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Applying cinematic effects to our games; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also
Mimicking a real-life camera using Bloom and Lens FlaresGetting ready; How to do it ... ; How it works ... ; There's more ... ; See also; A horror movie pulsating effect with post process materials; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Adjusting anti aliasing and other rendering features; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Chapter 3: Opaque Materials and Texture Mapping; Introduction; Using masks within a material; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Instancing a material
Getting readyHow to do it ... ; How it works ... ; There's more ... ; See also; Texturing a small prop; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; A plastic cloth using Fresnel and detail texturing; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Creating a semi procedural material; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Baking out a material; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Distance-based texture blending; Getting ready; How to do it ... ; How it works ...
There's more ... See also; Chapter 4: Translucent Materials and More; Introduction; Creating a candle material with SSS; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Setting up a truly transparent glass; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; A different type of translucency
holograms; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Achieving realistic reflections; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Mastering refraction by creating a pool water material
Notes:
Getting ready
ISBN:
9781789533361
1789533368
OCLC:
1103220886

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