• Complain

Moniem M.A. - Unreal Engine Lighting and Rendering Essentials

Here you can read online Moniem M.A. - Unreal Engine Lighting and Rendering Essentials full text of the book (entire story) in english for free. Download pdf and epub, get meaning, cover and reviews about this ebook. genre: Computer / Science. Description of the work, (preface) as well as reviews are available. Best literature library LitArk.com created for fans of good reading and offers a wide selection of genres:

Romance novel Science fiction Adventure Detective Science History Home and family Prose Art Politics Computer Non-fiction Religion Business Children Humor

Choose a favorite category and find really read worthwhile books. Enjoy immersion in the world of imagination, feel the emotions of the characters or learn something new for yourself, make an fascinating discovery.

Moniem M.A. Unreal Engine Lighting and Rendering Essentials
  • Book:
    Unreal Engine Lighting and Rendering Essentials
  • Author:
  • Genre:
  • Rating:
    5 / 5
  • Favourites:
    Add to favourites
  • Your mark:
    • 100
    • 1
    • 2
    • 3
    • 4
    • 5

Unreal Engine Lighting and Rendering Essentials: summary, description and annotation

We offer to read an annotation, description, summary or preface (depends on what the author of the book "Unreal Engine Lighting and Rendering Essentials" wrote himself). If you haven't found the necessary information about the book — write in the comments, we will try to find it.

Packt Publishing, 2015. 242 p. ISBN-10: 1785289063, ISBN-13: 978-1-78528-906-4.
Unreal Engine is a powerful game development engine that provides rich functionalities to create 2D and 3D games. Developers have the opportunity to build cross-platform mobile and desktop games from scratch. Unreal Engine enables users to create high quality games that focus on individual complexities of game development.This book provides you with the skills required to apply a high level of visual appeal to your games without compromising on performance.Starting with an introduction to the rendering system, you will learn to create different types of materials using the Material Editor. You will then create a particle system based on Cascade editor to create mind-blowing visual effects.Moving on, you will learn the concept of lights in Unreal and different types of dynamic/real-time lights, along with a number of powerful post processing effects. Next, you will learn to improve rendering performance, keeping in mind the rendering limitations for different platforms.At the end of the book, we will discuss the scalability settings menu, and how to add realistic fog effects based on the requirements of your game or level.What You Will Learn:
Use features such as realistic Rendering and Foliage Shading to create high quality output;
Create and edit your materials using the Material Editor;
Use Cascades particle editor to create modular particle-based effects using emitters;
Explore Unreals GPU Visualizer;
Tweak the overall look and feel of your scene with post-process effects;
Create charts to get stat unit times over a long period of time;
Use scalability settings to maintain performance for your games on different platforms and hardware.Get acquainted with the concepts of lighting and rendering specific to Unreal.
Use new features such as Realistic Rendering and Foliage Shading to breathe new life into your projects.
A fast-paced guide to help you learn lighting and rendering concepts in Unreal.Who This Book Is For:
This book is meant for game developers with knowledge of Unreal Engine and a basic understanding of lighting and rendering systems in it. As a prerequisite, you need to have good knowledge of C++. iPAD Amazon Kindle, PC , Cool Reader (EPUB), Calibre (EPUB, MOBI, AZW3), Adobe Digital Editions (EPUB), FBReader (EPUB, MOBI, AZW3).

Moniem M.A.: author's other books


Who wrote Unreal Engine Lighting and Rendering Essentials? Find out the surname, the name of the author of the book and a list of all author's works by series.

Unreal Engine Lighting and Rendering Essentials — read online for free the complete book (whole text) full work

Below is the text of the book, divided by pages. System saving the place of the last page read, allows you to conveniently read the book "Unreal Engine Lighting and Rendering Essentials" online for free, without having to search again every time where you left off. Put a bookmark, and you can go to the page where you finished reading at any time.

Light

Font size:

Reset

Interval:

Bookmark:

Make
Unreal Engine Lighting and Rendering Essentials

Table of Contents
Unreal Engine Lighting and Rendering Essentials

Unreal Engine Lighting and Rendering Essentials

Copyright 2015 Packt Publishing

All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.

Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.

Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.

First published: September 2015

Production reference: 1180915

Published by Packt Publishing Ltd.

Livery Place

35 Livery Street

Birmingham B3 2PB, UK.

ISBN 978-1-78528-906-4

www.packtpub.com

Cover image by Muhammad A.Moniem (<>)

Credits

Author

Muhammad A.Moniem

Reviewers

Kevin Adanan

Brendon Clifford

Javier Garcia-Lajara Herrero

Terry Matthes

Commissioning Editor

Edward Bowkett

Acquisition Editor

Usha Iyer

Content Development Editor

Shweta Pant

Technical Editor

Madhunikita Sunil Chindarkar

Copy Editor

Rashmi Sawant

Project Coordinator

Sanjeet Rao

Proofreader

Safis Editing

Indexer

Hemangini Bari

Production Coordinator

Komal Ramchandani

Cover Work

Komal Ramchandani

About the Author

Muhammad A.Moniem started in the industry at a very early age. He taught himself everything related to the game development process even before he joined college. After being a software engineer, he started to teach himself the art of game design and game art techniques. As a self-taught person, he was able to find his way into the industry very easily, which led him to be hired for big, medium, and small companies, titles, and teams. Throughout his career, he was able to contribute as a full-time or part-time employee or freelancer to games for a wide range of platforms, including Windows, Mac, iOS, Android, PS4, Xbox One, and OUYA. He has also worked with technologies, such as VR, AR, and Kinect. Finally, he was able to establish his own one-person game company/team as a part-time independent developer. A lot of his indie games got recognition or have been finalists at international indie game events, such as IGF, Indie Showcase, IGC, and Tokyo Game Show. He has written another Unreal Engine book before and he has also designed an amazing website, www.mamoniem.com.

He has also worked on Learning Unreal Engine iOS Game Development , Packt Publishing , which is available at https://www.packtpub.com/game-development/learning-unreal-engine-ios-game-development.

Acknowledgments

I would like to thank all the people who helped me with this book. A special mention goes to all the team members of Epic games for their hard work on the Unreal Engine and for the great decision to make the engine and source free for everyone.

I would like to thank all the people at Packt Publishing who worked on this book. They helped me a lot and were patient when I couldn't give them enough time because of my personal obligations. Thanks for helping me and teaching me more about how to write a book.

I want to express my gratitude to my wife and kids, Lamiaa, Yussuf, and Mariam. You are my gifts. You are a very supportive family. Thanks to Loly for giving me the best environment to write this book in and thanks for believing in all my projects. Thanks to Joe and Mary for being noisy sweet kids all the way!

I would like to thank my parents for raising me and teaching me how to self-learn; it helped me a lot to learn and pass the knowledge to others.

Last but not least, thanks Egypt for being my home, safety, dream, and warm hug for a long time. Thanks for raising me and teaching me how to live. Thanks to every single person I met in Egypt; you definitely trusted and helped me learn and reach this level. Egypt, I will never be able to pay you back.

Dear God, thanks for being that Muhammad and thanks for everything. Please keep these wonderful people around me.

About the Reviewers

Kevin Adanan is an honors graduate from Teesside University, and he has worked on five games. He specializes in 3D art and has extensive experience in Unreal Engines.

Kevin is currently working as a 3D artist at 3D4Medical in Dublin, Ireland. He also works on independent games in his spare time.

You can contact him at <>.

Knowledge and practice is everything when it comes to 3D art. No one can put in the hours of practice for you, but knowledge is a precious resource that is crucial to an artist's development. There is no better way to receive knowledge than from others. Without different people taking time (often long hours) out of their lives for no gain other than my personal development, I wouldn't be the artist I am today. With this in mind, I would like to thank, in no particular order, Shafeq Rahman, Deepak Gautam, David Cockburn, Andrew Walker, Vladimir Andreevsky, William Taylor Parker, Stephan Dammrau, Mark Byrne, and Matthew Lloyd.

Brendon Clifford is a graphics and engine programmer. He has worked to create extensive and robust game engines in order to use them as graphical frameworks and independent game projects. His graphical strengths include Particle Systems, material pipeline frameworks, lighting, and post processing.

In 2015, he graduated from DigiPen Institute of Technology with a bachelor of science degree in computer science in real-time interactive simulation, and he is a minor in mathematics. During his education, he shipped four game projects using a combination of Unreal Engine 4 and custom built game engines, such as the Prometheus Engine.

After graduating, he began working for Ember Entertainment as a gameplay programmer. He has worked to develop and maintain live games for the iOS and Android platforms.

I would like to thank my father, Patrick Clifford, and my brother, Jordan Clifford, for their support in my education and career. Through my work in Unreal Engine, I would like to thank the developers of my team: Chuck Silvers, Kevin Giang, and Jeff Quek.

Javier Garcia-Lajara Herrero was part of the booming video game industry in Spain, participating in the Commandos saga by Pyro Studios, where he developed as an artist, before continuing his career in different disciplines at Virtual Toys, Bitoon, and Unusual Studios.

He is now one of the professors at U-tad University of Technology.

He is always passionate about technical advancements. He now researches and develops new proposals in games, virtual reality, the aerial photogrammetry of objects, and environments with drones.

He has also reviewed other books, Building Levels in Unity

Next page
Light

Font size:

Reset

Interval:

Bookmark:

Make

Similar books «Unreal Engine Lighting and Rendering Essentials»

Look at similar books to Unreal Engine Lighting and Rendering Essentials. We have selected literature similar in name and meaning in the hope of providing readers with more options to find new, interesting, not yet read works.


Reviews about «Unreal Engine Lighting and Rendering Essentials»

Discussion, reviews of the book Unreal Engine Lighting and Rendering Essentials and just readers' own opinions. Leave your comments, write what you think about the work, its meaning or the main characters. Specify what exactly you liked and what you didn't like, and why you think so.