Photorealism in Unreal Engine 5.0 | Beginner Tutorial | Free asset

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[Music] creating a photoal render in Unreal Engine can spam from a simple to a complex process yet it fundamentally depends on lighting camera and composition in this video we will simplify this process and focus on these Essentials while making a still life render let's get started in the Unreal Engine project browser go to film and video and select a blank project make sure you have rate racing turned on and name your project and hit create in under engine I'm going to create some folders to keep things organized so one for our materials one for our textures one for our levels and one for our assets so we'll go into get content click on quixel bridge and search for interior window in Cel bridge and we will import this modular interior asset into our project so that's done and then we'll go into our content drawer and and add that asset into our scene just like that next we will bring in our cup asset we'll go into our asset folder say import two and go to our cup asset and bring in the 3D model uh everything looks good over here so we're just going to say import all and now we have that asset in our scene um next we will import the textures related to that asset so right click say import to again and go into textures folder and bring in all these textures next we will create our material we'll go into our material folder right click say material we'll create a material called cup and double click on it and we will bring in the textures we just imported so we'll just select all of them and drag it into our material glove we'll try to arrange them a little bit so that it's nicely visible we'll connect the base color to base color we're going to collect the ambient occlusion to ambient occlusion slot the normals to the normal and the metallic to metallic and the roughness to roughness and with that we just have our very simple material ready we'll click save next we will go back to our asset folder and drop in our cup asset and uh to see some material on it we just going to go back to our material folder and drag in the material we just created into the material slot uh now we have some textures on it uh one problem we need to fix is the the pivot is offset right now so we need to center it so if you hold alt and middle bouse button you can just drag the pivot to the center of the asset and then right click and say pivot set as pivot offset so Unreal Engine is going to remember that pivot offset next we're going to create a platform for our cup so we're going to go into place actor section drop in a cube asset and scale it just like that uh and place it against the window uh next we're going to import uh material for this uh asset so let's say import content Cil Bridge again and then you want to type in warish Wood once you do that you have this varnish wood floor material we just going to say add and that would be import into our our unreal scene next we can just go ahead and drag that into the material slot just like that all right so now we will go ahead and select our cup asset scale that down and place it on our platform just like that and with that we are ready to start setting up our camera a lot of these kind of photos uses a nice portrait lens with a wide upo vure to create these creamy depth of field shots so in anual engine we are going to try and mimic some of these lens features we're going to drop in a cine camera actor into our scene and go to the viewp put options layout and divide the layout into two parts and choose one of them as a cine camera actor next we will select the camera and change the focal L to 5050 and reverse this film back settings to create our portrait orientation of the camera following the rule of thirds in which we divide an image into nine equal parts using two horizontal and two vertical lines and then place these subjects on intersection of these points leaving a third of the image empty to have this guide in Unreal Engine we're going to select our cine camera and then click on this box over here to enable the grids and now we can use the grid to position our camera in in such a way that the cup is at these intersection lines leaving a third of the image empty to light up the scene we're going to first do some cleanup work and remove anything which we don't need in our scene so we're going to select the Skylight the sphere the light source atmospheric fog and we're going to hit delete and delete all of them now with the blank scene I'm going to type in hdri and drop in an hdri back backrop in our scene another thing we need to make sure that we are using the path Tracer so if you go into View mode you can change that to part tracing next we will create a back plate for our shot so we're going to type in plane and bring in a plane asset and rotate that plane 90° and scale it up next we will right click and import our BG texture next we will go into our material folder and create a new material and name that BG and then double click on it and then we're going to bring in our texture the BG texture drop it in and connect that to the base color and in the speckler I'm going to type in constant to make sure there's no speckler and then we hit save and then we're going to select our plane and then drag that BG material onto that plane and then just adjust our plane a little bit to make sure we have a good composition going on we are going to adjust few more settings uh in my camera as you can see a lot of the shot is still sharp so what we need to do is need to really blur that background so we're going to select the camera and then lower our F stop which is this current aperture so we're going to go to the lowest value which is 1.2 and you can also adjust how low you can go so I'm going to stick around with 1.2 right now and as soon as you do that you can see the background has gone a little bit more blurry following the principles of contrast in photography where you place the subject in front of a very bright or dark background to create more visually appealing image let's try to do something similar in our shot using camera exposure we are going to select our cine camera actor and type in exposure in the search box and click on this metering mode and set that to manual next we will also set a um a post-process volume into our shot so let's set postprocess volume in there and in the postprocess volume we we're going to select Unbound so make sure post process volume is happening throughout our scene and then we're going to type exposure over here as well and check metering mode and set that to manual now if we select camera search camera you can check in shutter speed and ISO and now you can control the exposure of our scene using these two values now after setting the exposure as you can see our background has gone a lot darker as well so let's go into the BG texture we are using and this let's just brighten our background using these this value over here so let's just make it two orbe three that works let's hit save and moving further what we can do is Select our hdri backdrop go into our Skylight setting and change the Skylight color to Somewhere Over more blue a very common technique is using light blockers in photography to shape the light and give more definition to it let's do something similar to our image let's create a plain asset and arrange it so that it's just uh on the left side of the window and we'll go into our material folder and create a new material and we'll call it cutter and then double click on it and we're going to drag the connection from base color and then type it a constant and choose a constant 3 vector and just change the color to Somewhere Over dark gray and then hit okay and now you can see when we drag the material to the plane asset we can see it's blocking the light coming from the left side and giving the light a little bit more shape on the right side so if you turn that off and on you can see the effect is having in our scene next we will add more details to our windows by adding a layer of DT so to do that let's drag in a plain asset let's rotate that to 90 and I'm going to place it right where the window is just going to scale that and we going to rename that to window do let's create the material for our glass DT so I'm going to go into textures and bring in a d texture right click import and I'm going to bring in this d01 texture now we'll go into our material folder right click say new material uh I'll call this window do double click on it and go back to our texture and then bring I'll bring in that texture we just created and now let's switch the window D to uh mast and now just connect this to our opacity mask and for the color of our dirt I'm just going to drag this that in and then say constant Vector 3 Let's have it like that to make our DT more visible I'm just going to select the window DT material and then type in clip and set this value to 0.06 let's hit save and apply it to our window. plane and see how it looks so we're going to go into material just going to drag this into our material slot right now it's a little too much so let's reduce it by multiplying our opacity mass by a black constant so I'm just going to copy this node over here change it to black or somewhere gray and then I'm going to take a multiply node and multiply this texture with this black constant we just created and then plug in the result into opacity mask and let's hit save and see how it looks maybe it's a little too less Let's uh tweak our constant let's bring it to Somewhere Over Here say okay there you go that looks better all right now it's time to render this still from unreal engine so we're going to click over here say add level sequence and I'm going to name this still 02 and we will hit um right click act to the sequence and we're going to add our C camera actor in there next uh to just render one frame we going to be dragging this marker over here and just add it over here so that just constrain to one frame we'll go into movie render que and let's click on this unsaved config um just going to delete this jeex sequence Tab and then create a PNG and let's add in a p Tracer and let's see an antias node override aning let's add 16 samples and I'll see how it looks and let's save it to our directory let's create a folder called output and let's save it over there we'll switch these numbers to our portrait shot say accept and we're going to hit to render local all right so once finished we have our render maybe the window dirt is a little too much but you can definitely control that you can bring it to Lightroom or photoshop and do additional grading on it so if you like the video please hit like share and subscribe and follow for more content and uh I'll see you in the next one thank you
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Channel: Pranjal Choudhary
Views: 5,209
Rating: undefined out of 5
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Id: vxrwvjoM8C8
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Length: 14min 20sec (860 seconds)
Published: Thu Dec 21 2023
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