5.1 Creating Skyboxes - Unreal Photo Realistic Archviz Tutorial

Опубликовано: 02 Январь 2020
на канале: Unreal Archviz Tutorials
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Project files and powerpoint slides can be downloaded at: https://gum.co/lTAyu
Final UE4 scene can be downloaded at $15 at our gumroad page: https://gum.co/yVtgo

00:09 - Skyboxes introduction:
Teach you using three methods.
Just a simple white emissive
Using HDRs for the skybox
Using EXR
We will also introduce you to use material instancing
We will also discuss the pros and cons of using each.


00:58 - Master Material and Material Instance:
This concept is usually a bit hard for designers to grasp as it involves a bit of programming, so i will go through a bit slowly.
Material is recompiled everytime we save the material.
If it is a complex material it will take some time to compile
If we use material instancing and parameterise some of these changes, we can make this changes realtime without the need to recompile each time.
This will save time for us.
Example using uv mapping and base colour.


04:01 - Simple white background:
Useful if you just want to focus on your interior scene.
Useful if you have a clean interior (Scandinavian style) and small windows
Creates a hot afternoon feel.
Use unlit shading model and tick the two sided checkbox when we created the materials.
Assign base colour and multiply by constant and connect it to the emmisive node.

07:33 - HDR vs EXR:
Go to http://www.hdrlabs.com/sibl/archive.html
Download the Barcelona Rooftop HDR
Take the 3k file and open it in photoshop.
Save it as a EXR filetype with no compression
Import the files.
Change the mip gen settings for the HDR file to no mipmaps.
A HDR file will only display a maximum of 512 x 512 x 6 resolution. But the HDR skybox will look better in terms of how it pops as a HDR file has a higher range to store the lighting data.
An EXR file will display up to the resolution of the EXR file itself, usually we use an 8k EXR, so it will be sharper than a HDR file but the lighting sometimes look a littleeeeeee washed out compared to a HDR. Just a little.
We usually end up using an EXR file.

11:51 - Let's create the HDR skybox:
Create a master material - Sky_hdr_master
A HDR image needs a uv input. So we create a rotator first.
Use a rotate about axis. Assign a constant 3 node (using value 0,0,1) and assign to rotation axis node.
Use a constant and parameterize it to control the rotation.
Put a pivot of 0
Add a world position node and add it to the original node.
Normalize it and input to the UV input to the image.
Also create a tint and brightness node to the material.

15:26 - Let's create a EXR skybox:
Create a master material - Sky_exr_master
EXR image is treated like a normal image, so we use texture coordinate as a base for the rotator.
Use a constant 3, parameterize it, append the red and green channel and add it unto the texture coordinate, which you will connect to the UV input of the image.
Similarly, create the tint and brightness nodes.

18:02 - Support the channel:
Some of the project files and power point slides can be downloaded in our gumroad page.
The final UE4 project files can be purchased for $15.
Refer to youtube description for locations of where to download them.

19:20 - Contact us:
We have an online presence in youtube and facebook.
You can contact us directly if you have any questions via our email.
But the best way to get us is through our facebook page through the messenger.



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