Ultimate ArchViz | Interactive Tours for Unreal Engine 5 | Oguz DIKKAS | Skillshare

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Ultimate ArchViz | Interactive Tours for Unreal Engine 5

teacher avatar Oguz DIKKAS, Architect | UE5 Dev

Watch this class and thousands more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      UAV Promo

      1:01

    • 2.

      Before Starting

      2:29

    • 3.

      Inside Unreal

      14:34

    • 4.

      Fundamentals of Material

      15:18

    • 5.

      Glass Material

      11:29

    • 6.

      Jumpstarting ArchViz

      13:10

    • 7.

      Environment Design - P1

      17:39

    • 8.

      Environment Design - P2

      17:10

    • 9.

      CINEMATIC

      27:29

    • 10.

      Walkthrough Level

      19:53

    • 11.

      User Interface

      19:58

    • 12.

      Packaging

      3:07

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About This Class

Hello friends. Welcome to our Ultimate Architectural Visualization course. I am Oguz.

Unreal Engine was a gaming engine for years, but now it is becoming more than that. In recent years, Unreal Engine has experienced exponential growth, rapidly solidifying its position as a powerhouse in the world of architectural visualization (ArchViz), films, animations, broadcast and live events, simulations.  With its cutting-edge graphics capabilities, real-time rendering technology, and robust toolset, Unreal Engine has become the go to platform for architects, designers, and visualization professionals alike.

Given this trend, it's more important than ever for aspiring architects and visualization artists to start learning Unreal Engine now to remain competitive in the field. By acquiring skills in Unreal Engine early on, professionals can position themselves at the forefront of innovation and stay ahead of the curve in an increasingly competitive industry landscape.

In this course, I've condensed over 30 hours of work into just 3 hours, focusing on the most important tips and tricks to help you grasp the software quickly. Your time is valuable, so I've made every minute count. Consider this course your roadmap to intermediate level proficiency in Unreal Engine. One of the best parts of this course is you can turn back any time and speedrun to practice what you learned in shortest time. Should you encounter any challenges, don't worry. I'm here to help. We also have a dedicated Discord server for course members to quickly resolve issues through screen sharing.

During the course, what you will learn leads to creating architectural animation and interactive architectural presentation. Everything you will achieve in the end is photorealistic quality. 

All the course's important information was gathered in 3 years of Unreal Engine 5's development period. By the end of this course, you'll appreciate the wealth of information covered in such a short time and notice significant improvement in your skills.

I will be actively answering your questions here. But you may join our discord server too if you feel you are still stuck. In discord server we will be using voice talk or screen share options to make our work easier.

You may access the discord from the following link: https://discord.gg/n4q98DuE9F

If you are ready, see you in the lessons!

Meet Your Teacher

Teacher Profile Image

Oguz DIKKAS

Architect | UE5 Dev

Teacher

Hi!

I'm Oguz, an architect driven by the passion to seamlessly blend reality with virtual worlds. With over 5 years of freelancing experience in architectural design and animation, I've honed my skills in presentation, cinematography, animation, sound design, and more. Working on diverse projects worldwide, I consistently pursue realism in every piece. My expertise includes following softwares:

Unreal Engine 5

Blender

Gaea

Adobe Photoshop

Adobe Lightroom

Adobe Premiere Pro

Adobe After Effects

Adobe Substance

AutoCad

ArchiCad

and many plugins. I consider these as not just tools but extensions of my creativity. Confident in my mastery of these fields, I'm eager to share my expert... See full profile

Level: All Levels

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Transcripts

1. UAV Promo: Hello friends. I'm thanks to the rapid development of real engine, in recent years, it has become a trend in architectural visualization. It is up to you to not miss this trend. Throughout the course, you will gain access to over 30 hours of knowledge, which is reduced into 3 hours. I have covered all the points I deemed necessary during the process. I designed this course to serve as a guide. I turned it into a place where you can refer back to whenever you get stuck. By purchasing this course, I will do my best to provide you with as much support as possible from installization to material systems, scene creation, camera settings, cinematic creation, turning the scene into interactive form, and many other detailed contents. You will have access to a wide range of topics. I value your time so the videos are kept as short and understandable as possible. If you are ready, I will see you in the world of unreal. 2. Before Starting: Hello friends. Before we start our course, there are a few things I would like to mention. Firstly, take your time. Initially, the dense amount of information within the sections may seem overwhelming. The logic behind compressing this course wasn't for you to finish it quickly. It was to allow you to easily revisit the sections you may have forgotten after completing the course. Let's say you completed the course and a year has passed. I don't want you to spend another 30 hours redoing it like other courses. On the contrary, you will be able to watch the entire course from start to finish in just 3 hours, like watching a movie. Additionally, do not rush. You don't have to finish a section in one setting. You may find yourself posing the video frequently, and that's perfectly normal. Follow the sections comfortably and understandingly. Learning may seem difficult at first, but when you climb the entire staircase, you will look back and proud of yourself. Secondly, be unique throughout the course. I don't want you to replicate every step I take. I will be explaining the methods to you, not directly what you need to do. Remember, Unreal is an application that provides us flexibility. It is a vast stage where you can test your artistic abilities, utilize it. Thirdly, make sure you understand before moving on. Skipping sections without fully understanding them may cause you to struggle extra in later sections. There are some parts I mentioned you might be able to skip the part, but these parts are there to make you even better. I recommend following every minute of the course diligently while shortening the course. I try to ensure that sentences carries as much meaning as possible. I encourage you to create your own architectural visualization projects using the provided techniques, whether you choose to utilize my thread assets or your own. Once you have completed the renders, feel free to upload the best images to the Skillshare Project gallery. Additionally, you can share your animation or watery videos on Youtube and embed the links in the project gallery. This will allow you to receive constructive feedback from fellow community members, fostering improvement in your work. After all, we are a community here to support each other. That's all for now. Looking forward to seeing you in the lessons. 3. Inside Unreal: Hello friends. Welcome to the first part of our architectural visualization course. I am Z. In this chapter, we will dive into installization of Unreal Engine, explore the interface, and dive into essential settings for architectural visualization. This section serves as an introduction covering general settings and is moderately important if you are not new to the program. I recommend just reviewing the settings. Shall we dive inside the unreal then for the installzation of the engine? Do not install the Epic Games launcher on your computer. From the Epic Games website, you will need to create an account on the site, which is a straightforward process. You can also log in existing memberships like Google, Apple, Xbox, et cetera. After becoming a member and completing the installization, you will encounter a screen like this. As you may know, Epic Games is a gaming platform. And the part that concerns us is the Unreal Engine tab on the left. From this point on, the most relevant sections for us will be the library and market play steps, access to Tv Motion. A visualization program similar to aluminum is also available from here. If you are looking for Q visualizations in your projects, you can use this on real based software. Moreover, if you don't have plans to generate income from your project, the software is completely free. However, my personal opinion is that software like TV Motion and Luminu may not provide us with sufficient flexibility. Therefore, we will proceed directly with Unreal for our purposes. Before starting, after installing the engine, click on the small arrow next to the launch option. Click on the option Stab under the target platform section. If you don't have any intention of releasing your software on these platforms, you can fire up significant space on your computer by unchecking the boxes under ios, Android, and Linux taps. Let's move on to the project set up. After installing the engine, click on the launch button. This is a small step for humanity, but big one for you. Here you will find various templates. Let's choose the arches template directly under architecture section and create our project by naming ultimate arches course. Our entry screen will look like this. First, let's learn the controls. Holding down the right mouse button allows you to rotate the camera While holding down the right mouse button, you can navigate within the interface using WAS keys. In addition, you can move up and down with E and Q keys. I recommend using these controls if you want to adjust your speed while moving in the interface, you can change the speed by scrolling the mouse field forward and backward. You can also manually adjust the speed from the top right section. First, let's talk about our content browser. This tap is the library where assets in our projects are located. And we will organize it. The more organized we keep it, the easier our works will be in the future. For now, I have color coded the Arcs, project and blueprints folder in red, indicating that we will access these folders later. The outliner window on the right shows the assets in R C. This can also be considered as the library of assets in RC. Just like in the content browser. The more organized we keep it, the easier our work will be. Remember, Unreal provides flexibility, but if you work in a disorganized manner, you can get lost in your own work. When you click on any asset in the scene, it's editable data will appear. In the details panel below, you can see how adjusting the foc density value changes the amount of foc in the C. The word partition and word setting steps are not features I use extensively for Arqus. In short, as your world grows, the load on your computer increases. With these tools, we can control when each area is loaded. There's a small add tab in the upper left. Under this step, you can quickly add unreal basic assets to your scene. Let's add a square light source. Since it's daytime, we can perceive the light much. But when we turn off the sun light, we can see the added light along with the other lights. Our goal right now is to understand the logic of unreal. I am just touching on these features. In future sections, we will explore the elements we'll use in detail. Don't worry, click on Quisol Bridge in the Ad Tap. This tap will be the most important online library we use. After logging into Quiksil Bridge with your Epic account, all the content will become downloadable. Bridge contains three assets created with photogrammetry. You can download and directly add these models to your seen. The nonite quality option you see here is one of the important features that come with on real engine five. These are high quality thread models with large sizes. After downloading, click at on the right to add the file directly to content browser. You can include the static machine, you're seen by dragging it. By the way, there's a feature I forgot to mention earlier. While holding down the right mouse button, you can zoom in and out with C and Z keys. Release the right mouse button to return the camera to its normal state. Bridge also contains pre configured materials. We can easily download and add many of these materials. We are looking for the project for times when we can't find what we want. We will explore the material system in future lessons. When you add content to your project or content browser, a white star will appear below the added asset. This indicates that the project has not been saved. If your project crashes and you exit without saving, these assets won't be there, even if your scene is saved. If the project is not saved, the assets will be missing when you reopen it. That's because there is no mesh. To place it anymore in the content browser. It's advisable to save your project regularly. You can also save the project as a whole with control shift plus S. Note that control only saves the C. Let's move on to the Project settings under the edit tap, search for race to check the boxes. If your graphics card is Nvidia, RTX 2000 series or higher, this technology will be very useful if your graphics card is not Nvidia. Do not worry on. Real Engine Five also comes with Neman Lightning Technology. Besides the setting, search for virtual texture and set the check boxes as shown here. This feature is useful when your graphics card memory is not sufficient. Let's also click on Plugins under the editor. If you have created the project like I did, you may not need this. But it's worth mentioning. Make sure movie render Q and modeling tools are active. It's better to activate them now. If you activate them later, Shedder compilation will take longer. Now let's talk about the post process volume. The boxes you see here are defined as postparcess volumes. Player entering these volumes will experience the environment differently based on the volume settings when you enter the prepared post process box. Here, it adds a stroke effect to three D models, creating a cartons. Look, let's control our postpcess volume type. Posporces in a tap and click. You might be wondering if you have to adjust the size of this box every time, but that's not the case. If you search for unbound under the Details tab and check the box that appears, your post process will affect the entire world. Let's look at the settings we will use the most. The bolum effect increases and decreases the comeras glare among the bolum methods. I think the second one leaves a more realistic and crystallized effect on the camera. However, instead of using the bolom effect within the engine, I prefer to edit it. In post production, programs like Ad Premier Pro or Davinci resolve after completing the rendering process. This is because the Bollom effect sometimes causes flash explosions during rendering, which is not the desired result. When we manually adjust this setting, we turn off the automatic brightness adjustments based on the light reflected on our camera screen. Since the automatic adjustments mimics the human eye manually adjusting, it makes the scene more convincing as if it were shot with a real camera. I balance the value by setting it to minus two, thinking the scene looks good. When used at low levels, the setting can mimic a real camera. This effect occurs due to the different angles at which the main wavelights of light green, blue, and red hit the camera. When we increase this value, be careful not to raise it too much as it can cause nausea. Our camera settings are generally brightness adjustments. If you have a professional camera, you can understand these features more easily. Since we won't change these settings. Let's move on for now. Lens flare is an effect caused by reflection of light hitting the camera's lens. However, I should mention that it works together with polume effect. Additionally, you need to importantly desired lens flare as a texture. I think adding this effect in post editing with other programs produce better results. Get. This feature is a shadow cast on the corners of your camera in cinematography. It is used to direct the ever's attention to elements in the center of the screen Tpto field. Explaining this setting now won't make much sense because this setting applies to cameras assigned to the scene. Since we are currently in the view port camera, any changes we make won't take effect under the color grading. You can adjust the temperature to control the warmth and coolness of colors. We usually use the setting to make the distinction between indoor and outdoor spaces. Cold colors dominate outdoors, while warm colors differentiate indoor spaces. This way, indoor spaces can be made more vivid. We see the second section just to the right of the Ad tab. This tool is a time interval where we will create our architectural visualization. We will combine the camera shots we create in this tool to make a film. I create our sequence under the Arcs project with the name test. By the way, I believe that using the content browser on the left side of the screen will make the scene more efficient. I recommend organizing your interface like me, of course. First we need to add a camera under the sequencer. Let's start by adding the most basic scene, a camera. Click on the camera icon to add one. When it's added, we will be seeing through camera view. If you want to exit the view, you basically click on the icon next to camera. The camera will be at frame zero. The transform section is the part that allows us to change the cameras coordinates in the world. By clicking on the small circle in the middle of the section, we create a key frame to write the cameras position at that moment in sequencer. Let's strike the timeline to frame 150. Currently, our video is set to render at 30 frames per second. You can change this value as you wish, but keep in mind that higher numbers will increase your render time. Youtube is generally set at 48 PS. For now, we will stick with 30 FPS to understand how many seconds your video is, divide the total number of frames to frames per second. Currently, 150/30 equals a total of 5 seconds for our shot. Now let's create another key frame, or simply press Enter. Great, we have created our first animation. Now let's click on the camera icon next to camera cuts to watch the entire seconds. Click rewound, press the Spacebar and our animation is played. We see here we can update our animation in real time by adding key frames. In addition, if you remember, I asked you to activate the Mob render que plug in a while ago. Clic three dots, you see here, select, mobnderque and clicondiconnext. This part will be your render settings. Every setting we make here directly determines how the render will be taken and what extension and name the output will have. I usually prefer the output to be in EXR seconds format rather than GPA. After rendering, we will convert this image series into a video with programs like Premier Pro or Deviancy Result. Our entry chapter to Unreal was like this. If you have any questions, feel free to reach out to me on the Discord server. I wish you all happy and helter days. 4. Fundamentals of Material: Hello friends. Welcome to second chapter of our architectural visualization course, IMOs. In this lesson, we will start learning the fundamentals of the material system of Unreal Engine Five. Let's get to it. As you know, materials are of critical importance in architectural visualization. To accurately translate your architectural design into the digital realm, it is essential to represent building materials in the computer environment in a way that reflects reality to the highest degree. I will provide you with all the information about how materials work. Firstly, let's understand what is material. Let's think about it in the real world. Every surface around us has a material, and these materials reflect light in a different way. The logic in our real is not much different from this. Now, as we work, we will create our materials based on this logic. To start, let's add the starter content, which I think will be useful in this section to our content browser. Under the content browser Clicon Ad feature or content pack from the Add tab, Choose Starter Content and Clicon Ad. Now let's create a new level. We can also start creating our directory structure which will contain most of the elements of our visualization. In the next stages, Clicon ad select new folder and rename it UAV course. Since this folder will be the most important folder in our future work, I'm assigning a bright green color to this folder. Let's Create levels and Materials, Folders under this folder. In the levels folder, right click, select level to create our new level. Then double click to open it. Since there is no light source in our scene yet, it will appear dark, You can easily create light sources by selecting the environment light mixer from the window tab and clicking on the elements you see here. For now, I want to use volumetric clot, but you can use it if you want. Let's find a ground model to work on. These are easily accessible in the starter content. If you don't want to add from here. You can also add from the Add button on the right of the selection mode. Select object here, drag and drop it into your scene. And move the position of our treaty object to the word origin from the details panel below. Let's track and drop a table into our scene. Our ground came in a size of 232 meter. It's a bit small for us. Instead of copying and increasing the ground side by side, we can easily adjust the size of our ground by scaling it with 100 in the x and y dimensions. Actually, I will talk about a graphical glitch that appears early. You see the ugly shadows on the object. The reason for this is that tracing and Nani system are not yet fully integrated. The Nene system adjusts to numbers of surfaces of three D objects according to the space occupy on the screen. Tracing, on the other hand, is a system that works by reflecting light from the surfaces of three D objects. While nanite system reduces the number of surfaces, it can distort keometric surfaces and tracing calculates based on these distorted surfaces. To provide this for now, we need to either disable the rate tracing shadow feature of our light source or disable the nanite feature of that object. When we do one of these, the problem will be solved. I will disable the retracing shadow feature of our light source to avoid killing performance. A short note, don't forget to keep the item level organized. Now let's start by creating a new material in our Materials folder. Let's name it Mt Basic and open it. Let's trig and drop our material window next to our level for a comfortable working environment. What is color? It's important to understand this before we start RGBA, red, green, blue, and Pa. In the computer environment, colors, namely R GBA, are values assigned to pixels. Each pixel is divided into a series of channels. All these channels vary 0-1 You can think of this as a percentage. We determine the percentage values of colors in that pixel. Zero represents 0% while one represents 100% Additionally, the O value represents transparency. The closer we bring this value to one, the lower the opacity is. For example, if you want to achieve pure red color, we set the R value to one and the other color values to zero. If we then increase the value of our green color to one, we can achieve pure yellow. When creating our materials, we will focus on three main variables, base color, metallic, and roughness values. The base color defines the color of our material. The metallic value determines how metallic the material appears. The roughness value controls how rough the surface of the material is. Values like metallic and roughness vary 0-1 For example, let's talk about roughness. The closer its value is to zero, the more the material reflects light like glass. While as the value approaches one, the material absorbs light. In addition to this, there are Ms channels and Normal channels. Mc works similarly to base color, but emit light to create a channel in the material blueprint. While holding down the number of channels you want to create, you can left click on an empty space. For example, let's create a color with three channels, RGB. While holding down three, we left click to create our color. Then we connect it to base color. By right clicking Roughness and Metallic values, we can assign a variable which we can change later. We can start visualizing our material by dragging and dropping onto our table. Currently, due to the high roughness value, our table appears to have a smooth surface that looks like it can be easily broken, doesn't it? If you want to turn our object into a light emitting object, we can connect our base color to our emissive color. This way, when we turn up to lights in our scene, we will have a light source that we can perceive more easily. We use such materials for televisions, computer screens, et cetera. Suppose we weren't satisfied with the brightness values and wanted to change them. Let's focus on that for a moment. We can start by creating a copy of our Mt basic material and working on it first, let's change the color from here on. The roughness and metallic values won't matter much to us. We will dilate them. We can adjust the brightness of our color by multiplying the values in the RGB channels. But instead of doing this through RGB, we will use as multiply node. This node has two inputs. The first input takes the color, while the second input is a single channeled value. The multiply node simply gives us the result of multiplying these values together. The higher we raise the second value, the brighter our new light will be. We can easily make our secondary value editable by right clicking on it and selecting convert to parameter. We can change it to question mark x to indicate by how much it will be multiplied, but you can rate something else. When we save and close, you will see that due to our parameters, normal value being zero, it doesn't emit any light because it's multiplied by zero. To be able to control this in real time, we right click on the Material and select Create Material Instance. The parameters we create from this copy become easily controllable and we will use this feature a lot. Now that we have learned the basics, we can start using textures instead of our base color. Our starter content contains many stone textures. When we transfer the stone texture to the material blueprint and connect it to the base color, you will notice that there are no details. The reason for this is that our material normal Map is not connected. The normal map is based on mimicking de details on our three D models without increasing the surface count. When we connect the normal map, we will see shadows on the surface even though it's actually flat, making it look more realistic. And testing your material on your object. You might experience instances where the bricks are too large. This is because your three D models us do not intersect with your textures us as you would like. Let's talk about what U's are. Uv maps refer to the process of projecting two D images or textures onto three D objects. Represents the horizontal direction and represents the vertical direction. Now since we can't change our objects UE layouts while applying this texture, we will make adjustments to the repetition frequency of our texture. To do this, let's create a texture coordinate node with a right click. We will connect this UE value to a parameter through a multiply node. Then we will connect the output from the multiply node to the UV inputs of our textures. With the set up in the material instances we create, we can adjust the repetition amount of the textures by manipulating our parameter. When we increase this amount too much, we experience a decrease in realism. There are various methods to solve this problem, but for now, I believe knowing this much is sufficient. As our scenes grow, we know that the load on our computer increases. This can be a problem, especially for real time systems like real engine. There are various techniques to stabilize the load on the system. Let's stalve into one used in the material system. We can start by creating a new material. Let's name our material MT Wood. We will filter the word wood in the texture folder of the starter content. From these textures, we will use the pine based color and normal map textures to create basic version of our wood material. There are also some vividly colored textures in the textures folder. Among these, we will examine ceramic tile. The reason for textures like this being colarized in the seemingly random way is actually because the RGB channels are used for different purposes. For example, within a single texture, one channel could contain metallic information, another roughness, and another ambient occlusion values. This way, we hit three targets with one arrow. If you examine these values individually, we can see that the red channel represents the gaps between the tiles. The green channel represents tiles randomly, and the blue channel represents the tiles in an orderly manner. Now let's try to make our joints emit lights using the red channel. First, let's create our emissive input as we saw before. If we inspect our red channel, we will see that the gaps between the joints are black. However, the color values in the area we want to change should always be closer to one. Meaning they should be white. We can achieve this by inverting the note we extract from our red channel with the one minus command. This way we can turn the black areas into white. Now by multiplying the pixel data of this texture with the color we select, we can change the color of our joints. Our color will be multiplied with black and white areas. White areas will be emitting light, and the black areas will be normal. If you find the brightness insufficient, you can create another multiplier command and make it adaptable with a parameter to change it alive. Let's also adjust the normal map where the light comes out. Let's take the normal map of our ceramic from the texture folder. Now if you want to integrate two normal maps together, we must first set the bolo channel volues of one of our normal maps to zero, because when we add these channels, our values exceed one. To do this, we mask the red and green channels of our ceramic normal map and integrate a value of zero as the third channel. For this, we will use the append command. Now let's add the obtained new data to our wood normal map with the add command and connect it to normal input. Now let's apply another effect to our material using the same texture. Using the tile arrangement in the blue channel of our texture. Let's assign green to black parts and read to the white parts. To achieve this effect, we need three components. The blue channel of our ceramic texture, the color we want to paint, and our wood texture. Let's start by multiplying our blue channel with our color. Let's mix this data we obtained with our wood texture using the lob command. By setting the alpha value of our lob command to 0.2 we can increase the mixing ratio towards the direction of our color. We will apply the same process to the remaining tiles by inverting our blue channel with the one minus command. After obtaining the new green painted texture, let's create another Lp command to mix the two textures equally and obtain our painted material. We can display this texture by connecting it to Base color. Our entry to material system of Unreal Engine was like this. Try to practice along the road to understand the system. This is one of the most important sections. If you have any questions, feel free to reach out to me on the Discord server. I wish you all happy and healthy days. 5. Glass Material: Hello friends. Welcome to the third part of our ultimate architectural visualization course, IM O's. In this section we will create our essential smart class material used in all of our projects to quickly proceed with our project at the end of the day and await re entering the blueprint system. We will manage to process through material instances with the parameters we create. Let's start without wasting any time. You can begin by opening the interior level in the Arcs project folder, then create a sub folder named Smart Materials in the Material folder we created in the UAV course folder. Let's create a new material blueprint in this folder and name it Glass Basic. In the previous lesson, we understood the basic logic of the material system, but that was just the beginning. There are tons of settings to adapt to different material types in the material system. Today we will work on translucency settings for our glass material. Let's start adjusting the details panel on the left by clicking on the materials, not the opacity node must be activated for our glass material, otherwise our material will not allow light to pass through below the details panel. Change the blend mode to translucent and the shading model to ten translucent to activate our opacity entry. Also under the translucency tab, change the lightning mode to service further shading. Along with this, there is an entry in our main material node that is not specified but necessary named Tin, translucent material right click in an empty area to add our entry and connect our white color to the parameter. Next is to create parameters to determine the color of our glass. While holding down the tree key, we can summon two RGB colors to the blueprint by left clicking in an empty area. Right click on the colors to convert them into parameters and name them, inner color and outer color. You can update these colors as the desired default colors for your material. For this purpose, I will update them to black and gray. We will achieve the transition of our colors with the Larp command. However, we need a texture to smooth the transition. Instead of looking for the texture outside, we will use unos fresnel command, right click, and search for fresnel to fight the node. Fresnel is a term used to define how light you see reflects at different intensities depending on the angle you look at it. For example, if you stand above a pool and look directly at it, you won't see much reflection in the water. However, as you start moving your head to make the water in the pool parallel to your eye level, you will notice increasing reflections. We will control this setting by connecting a single channel parameter to the exponent in input. Let's name this parameter Fresno setting. If we enable the preview feature by right clicking on Fresno, we will have a better chance to examine it. As we change our parameter, we will observe the decrease in our white color. I decided that values 0-20 will be suitable. I changed the slider max value of our parameter to 20. This way when we play with our parameter on the material instance, our maximum value will be 20, making it easier to control. Now we can connect our Lo command to base color. We see our color as pitch black, but do not worry, it looks like this because we haven't made our adjustments yet. We can select the nodes we used to create our base color and group them by pressing C. Let's name our group as color. Four parameters we created after selecting them under the details panel. Change group, name none to color. This way our parameters will appear under a group preventing complexity when making changes. Now it is time to adjust another simple data. You can directly turn metallic, specular and roughness data into parameters. By right clicking and selecting Promo to parameter. You can set default values for metallic as zero, specular as 0.8 and roughness as 0.05 Let's group these parameters by selecting them and pressing C and name it to general. Also don't forget to change the parameters group under the details panel. Next is the opacity input. We will be using the fresnel node. Here again, let's continue connecting the love command to our opacity input. This time, unlike what we did with base color, we will connect single channel parameters instead of three channels. Let's change the names of these two parameters to ineropacity and other opacity. You can set default values to inter opacity as 0.5 other opacity as 0.8 Now let's work on the fresnel node. Again, we will apply the same process as we did with the base color. You can copy it from above if you wish. Let's group the nodes we use for opacity by pressing C. Then let's change the groups of our parameters to opacity. To keep your workspace organized, you can create stops in connections by electrical clicking where you want. This doesn't affect performance, it just helps keep your space more organized. Now it is time to deal with the normal map and how we will set it. We will use the normal map to give shape of our glass. By utilizing the light refracting property of our glass, we can achieve shaped glass in ultra quality. I found three normal maps that you can use in your projects. You can add these textures by dragging and dropping them into the content browser. Now we need a parameter to connect these textures. Right click, find the texture sample node added to the blueprint, and drag and drop any of them while the texture sample is selected. We need a parameter to adjust the reputation frequency of our texture. Let's create it by calling the multiply and text coordinate nodes and call this parameter UV coordinate. We will control this with a single channel parameter. Don't forget to change texture sample as parameter to now, let's create a parameter to adjust the sharpness of our normal map. We will create a single channel parameter and obtain it by multiplying the red and green channel data. Let's connect the subtracted connections from the red and green channels to the multiply node, then connect the normal strength to the other inputs. Now we will create two channeled color by using a pent command. Then we combine our blue channel with the two channeled color. We connect this texture to our normally, but when connected, we will visualize our material as you can see. Since we haven't yet given our glass the ability to refract light, only shadows are forming. Now let's move on to the OR settings. Or stands for Index of refraction. Every transparent material refracts light to a certain level. You can easily access these values on the Internet by searching for OR values. We will perform these settings on our main material node, with the material attributes node selected. Let's find the refraction tab under the Details panel. You will see that the refraction method is not set yet. Change the setting to the index of refraction. Activating the refraction index option, create a parameter for this setting as well. We can assign a value between 1.3 and 1.5 as the default value for this parameter. Since the refraction value for glass is 1-2 I prefer to set the slider max value to two. Finally, let's group our normal parameters. Also, let's include our OR parameter in the general group. Now it is time to view the material in the scene. First, create copies of existing objects and light sources in our scene by holding down the alt C. There are small adjustments we need to make on the post process volume. To view our material in maximum quality, select the post process box, Find Lumen under Details and edit the settings under Lumen Reflections as shown on the screen. These settings will maximize the reflection quality. After completing the setting, you can now drag and drop our material onto our object to weave it. Since we drag our main material, we cannot easily weave the parameters for this. Let's create a material instance double click to open it and see what we can achieve by playing with the parameters. There's a part that I forgot to group, our opacity parameters. I will quickly add their groups to my main material. Now, after making sure to drag and drop the material instance, you can see what you can achieve by adjusting our parameters. Can you see how well our Fresno settings work together with our normal map? Unfortunately, this setting doesn't work when using right tracing only reflections. I'm sure they will provide a solution for this in the future. You can get rid of the shapes in the glass by setting our normal strength to zero. Or if you want to change the shape of the glass, you can activate the normal mapbox and drag and drop other normal maps here. With this material we created, I don't think we will need additional settings for glass in the future. Our class about creating custom made class material was like this. If you have any questions, feel free to reach out to me on the discourse server. I wish you all happy and healthy days. 6. Jumpstarting ArchViz: Hello friends. Welcome to our fourth chapter of architectural visualization course, IMOs. Today we will be jump starting our arches animation project. First we will import our primate three D model to our real engine. Start creating new level and assign our models materials on the road. I will be given the tips and tricks while explaining every move I do. This chapter will be an easy one if we have completed the previous classes while understanding their logics without wasting any time. Let's begin. I have been modeling this house for a few weeks. I have taken a huge inspiration from a house named Slope House from 77 Studio for the main shape of the building which I once seen in Arc Daley site. I have drawn and re imagined the house only for discourse. In my version, the house has been designed for a coastal area. For that we will be assigning brighter colors as materials for three D modeling. I am using a few three D software together. My main workflow is usually in blender. But blender is more for artistic works. Blender is hard to use when working with measurements, but it is free to use software like Unreal. For that reason, it has huge amounts of plugins which can make our works easier. For this model, I have used Architt to create basic shape of the building, then use blender to detail the model. I have separated our three D model into six groups which are house, main, bathroom, private bathroom gates and curtains. Each separation have different reasons. Bathrooms were separated because we might disable them for performance boost in future. Gates will be used to create interactive blueprints cross area for having a basic collision. When we are adding foliage, our jobs may become easier. And curtains to copy or delay any of them in the engine. To export from blender, we can use APX or OBJ extensions. There are other options too, but I believe Px is the best one. After making all groups invisible, make the group we want to export visible. After selecting all visible objects, we go to file PX file type In the setting spanel, we change pat mode to copy and click the box next to it. Tick the selected objects, or you can choose Visible to then under geometry, change Smoothing to face, and click on Export Px. We do the same for all of our groups. You can find the exported files in the course folder I will be publishing later. Since this is not a blender course, you do not have to worry about this part. I'm mentioning this for you to understand the logic of separating the model into different parts inside unreal. Let's start by creating a new level and naming it A R. Let's open up our new level. Now I want this new level to open every time when I launch on Real engine. For this, we can go under Edit and select Project Settings, select Maps and modes. Then change editor. Start up map to our level, which was named AR quiz. Then we create a new folder under UAV course, and we name it three D meshes. Then we drag and drop our R house 123.53 D objects into this new folder. We do not want Unreal to create the materials for us because we will not be using them. For that reason, we change search location to search material Import methods do not create material untick import textures after those under advanced, we tick combined measures like this. The different models we exported under the same group will be combined together as 13d object. Then we create new folder as doors in this folder we can drag and drop to import our AR house for gates file. During import options that untick the combined meshes so we can add them separately. When we are complete importing these, we do the same for curtains as well. Create new folder, then drag and drop the AR House six curtain. Since our importings are done, we can start adjusting our level. Let's add our environment lights first under window. We can select environment light mixer to add them quickly. I click all the settings except volumetric clouds, now we can drag all imported models on our scene. Then reset their position to world origin. Don't forget, you can keep your outliner organized. It is all up to you to organize it as you like. You can copy mine if you want, which I recommend you to do. Now let's add our post process volume to disable the bloom effect. After adding surfer bound under details and tick the setting, the under Bloom decrease intends to do zero. This way we won't be having any lens flares or Bloom effects. After this, we will have lots of material assigning works to be done as you know. Material assigning is doing the similar processes over and over again. I have 4.5 hours of progress video, but I will not be showing all of it since it doesn't fit for our courses main purpose. Instead of this, I will be mentioning some highlights which I believe can be important for you too. Then you can have your own material assigning work for your. Let's start by creating a new glass material instance and have its normal intensity to zero. This way we can have a clear looking glass. Then I drag this material to the windows. You can also adjust refraction value to one. This way our glasses shall look better on our buildings. For other materials, we have quixel bridge. Let's open quixel bridge and login. We have lots of surface materials we can use here. I recommend you to download medium or high quality textures because if our scenes gets heavier, we might need better system requirements from the very start. Have this logic in your mind, you will have lesser problems in the future. As you can see when you open the downloaded material instance, it comes with lots of parameters you can adjust. Here you can check which parameters changes. What about the main material I mostly use Tiling offset and albedo tint options here. Tiling changes to repetition rate and albedo controls changes to materials color. Basically, we will be creating new materials for some purposes too. Even though these materials will be very basic, they will not look absurd for that. In the materials folder, let's create a new folder and material, we can name them basic inside material blueprint. We can create parameters for base color, metallic roughness inputs. These inputs will be enough for us to create as many materials as we need. After that, we can start creating material instances and change the parameters as we want. For our purposes, I will be using these materials for clean surfaces, such as kitchen furnitures, TV screen, fridge sinks, window frames, et cetera. Since they are basic, they will not be heavy at all. Additionally, we will create a Msim material too. For that, create a new material again and name it Ems. We created in tutorial we call an RGB color and multiply the values with one parameter like this. We can adjust the brightness of our color. By the way, I would like to mention about glass shadows. For some reason, the shadows of the glasses are very sharp and act like there is no opacity on our material. To fix this, we can go to main glass material and under details, search for red traced shadows. By unticking the box, it will start looking more realistic inside areas without natural light. I prefer to use singular light source to lighten up the room. This way, the engine will require lesser time to calculate light. The project will be smoother. You can add the desired light source from the Add button as you can see on the screen. Let's create a Mirror Material. Now we will do the same thing as basic material. More or less only differences when material attributes node is selected. Scroll down under the details until you find forward shading part. Then tick the high quality reflections and plenary reflections. After this, you can drag your material onto the mirror objects. Now it is time for creating curtain materials. It is going to be basic. In fact, you can even use a new glass material instance and change the roughness value higher for short if you want to do it separately. Me create a new material named Curtain Change Blend Mode, Translucent. Take two sided under translucency change lightning mode to surface forward shading, and create parameters for color, roughness, and opacity entries. If you create a material instance now you can adjust the look however you would like. You might experience a graphical problem like here. As you can see from the other side of our glass, the curtain is not visible at all. To fix it, you can click on the post process volume and search for translucency, change type to ray tracing and max refraction rays to a higher value like five here. Now inside bathroom, I have this carpet which I downloaded from CG Trader for free. It had its own material textures. Instead of changing it, I will show you how to bring it inside Unreal Engine. Let's go to our thread meshes folder and create a new folder named Imported, then create another named bathroom. After dragging the texture to this folder, right click on it and create new material. Let's change its roughness value higher than say. Now we can see it. By dragging the material to its object, it looks quite well. Now it is time to assign our water material to our pool. We will use the water material which we saw in Arcus template here. I think its parameters are going to be working pretty well here in our pool. To find it, you can select the building folder, then search for water. As you can see here, there are a few options. We will create a new material instance from this polish pond material, then drag it into our pool after playing with the parameters, I believe these settings are working quite well for our pool. The class about jump starting our Arcs animation project was like this. If you have any questions, feel free to reach out to me on the discord server. I wish you all happy and all today. 7. Environment Design - P1: Welcome to our fifth chapter of Architectural Visualization course. I am. In today's lesson, we will start designing our environment. Torino. We will be learning landscape and foliage modes. After learning the basics about these modes, I will be mentioning the highlights of my working process like we did in the last chapter. This is going to be a long chapter, let's not waste any more time. Firstly, I would like to say that you don't need to apply this part. We will apply all of these again on our project level. I will briefly go over the landscape mode. On an empty level, you can access the landscape mode from the top left corner of the screen or simply press Shift plus F two. The first screen that appears contains the basic data of the landscape, including data such as location, rotation, and scale. There are also section settings that we can adjust the size of the landscape. If you have a height map to create the landscape, you can switch to the import from file option. By uploading your height map here you can let Unreal create the landscape based on the data you uploaded. Let's set the landscape size and click Create. Now we can move on to the sculpt options. The landscape has two essential parts, the landscape material and the sculpted mode. Let's quickly go through the sculpt mode. In this mode, using a brush, we will essentially perform excavation work on the landscape. The sculpt option is used to raise and lower the terrain. If you hold down the left sheet key, you can perform the lowering operation. Tool strength determines how quickly your brush will have an effect. Brush size defines the size of the brush. Brush fall off sets the softness value of the brush edges. The arrays option rests the effect you applied in the painted area. The smooth option smooths the terrain between elevations. Flatten option makes the surface flat. The ramp option adds a linear ramp between elevations. The erosion option simulates the erosion effect created over time by the movement of the terrain. The hydro option simulates the effect of water on the ground. The noise option gives the ground sharp transitions opposite of smooth option. I don't exactly know about the re top auction as I have never used it. The visibility option allows us to raise certain areas of the landscape, but there are settings we need to handle it in the material system. The blue print option, if you have landscape blueprints, allows us to quickly create specific shapes. The mirror auction serves as a mirror taking the symmetry of regions from specified plane. The select option masks a specific area, allowing us to exclude that area from our working area. The copy option allows us to take a copy of an area and use the brush to create a copy in another area. Our summary is complete, let's return to our normal level and get to work. We will start by creating a landscape. Let's create the material for our landscape. First, we need to collect the materials we want for our landscape from Quixel Bridge. I collected three materials for this. Sand, gravelly soil and forest soil. You can see that I colored these collected materials green under the surface folder. Instead of using the automatically generated material instances by quixel, we will create a new material that includes all three. Let's create our material under the Smart Materials folder and name it Landscape. First, with Material Attributes Nodes selected, change the blend mode of the material to mask. Then transfer the textures of the download materials into our material blueprint, grouping them into base color, normal and ARD. The RD textures at the bottom, as mentioned in earlier chapters, are textures created with the method of saving space from the Ram. The channels include ambient occlusion, roughness and displacement inputs In order now we need a new node, right click and add landscape layer blend with this node selected, create three layers with the plot icon on the left. Name these layers. Sand, dirt and gravel according to your selected materials. Of course, connect the base color textures to the layers we created. Then create copies of this landscape layer blend node for normal maps and ARD textures as well. The reason we created two copies for ARD textures is that we will not be using the displacement feature. As mentioned before, problems can occur in the shadows created by nine ray tracing. Let's bypass it for now. Connect the textures to the copies we created and connect the blend nodes to the correct places. I'm sure you can find the right places, but I will not be hiding my screen just in case. Finally, add the landscape visibility mask node. This node will contain layer infos for areas we will mask on the landscape. Our material is complete, we can create the landscape. Now let's switch to the landscape mode. Assign the prepared material. Set our landscape size to 63 x 63, and press the Create button. As you can see, the landscape has a strange material. This is because the layer infos have not been determined yet. For this setting, go to Paint Tab and click on the Small plus sign next to the Material Layers. Choose Weight blended layer and say within the Materials folder. After doing this for all layers, select these layers. And with your brush, you can make material changes on the landscape. If you can't see your brush, you can try changing the translucency option from ray tracing to ruster on post process volume. Now it is time to use the sculpt feature. Let's adjust our terrain to overlap with the surroundings of our building. When our adjustment is done, select the visibility feature. As mentioned, this feature will allow us to create holes on the landscape. We use this because we want to make the landscape invisible. In the areas where our building is, we don't see the soil indoors. Once we have completed this, we will need a C. For the C, we need a high quality water material. We will obtain this water material from an asset available for free in Unreal Engine Store. After entering the store, search for rural Australia and add the asset to our project. Click on Water in the Rural Australia folder in the content browser. Now we will create a new plane to generate the material. Add a plane to our scene and scale it by multiplying the values by 1,000 Place it at the height where you want your C to be, then drag and drop our material onto it. This water material is really high quality and being free makes me very happy. I use it frequently in my projects. You can adjust the parameters in the material instance. My settings are currently, as you can see on the screen now, we will create a road extending into our terrain. I have prepared a treaty object for our road. You can obtain this object from the folder I will be sharing with the course. Create a road folder inside imported folder and transfer the treaty objects and textures inside. Right click on Base Color and select Create Material. Then connect the normal occlusion and roughness values to material attributes and save. Now open the treaty mesh and drag our material as default material. Our treaty object we need for the road is ready. Now let's shape the road for this. We will need a PP spline mesh blueprint mentioned in chapter one. Of course before that make sure the area where we will create our road is flat. You can use the flatten option from landscape sculpt features. The pat doesn't have to be flat, but if it is not, you may have difficulty attaching this spline mesh seamlessly. In that case, you can make changes to the landscape. Now select the BP spline mesh in R C in the details panel on the right. Add our road object to the static mesh blank. After setting the section length to 500, you can freely create our road. You can extend the spline by dragging it while holding down the Alt key. Using the same technique, you can add the metal guard rail we obtained from Quicksell bridge next to our road. These are entirely up to what you want to add. After all, design will vary from person to person. Maybe you will do better than me. This depends entirely on the time and effort you put on the project. Now let's add an asphalt material from Megascans to our road clean object. As I said, you can try different materials. This is up to you. This asphalt path will connect our road to the house. If you have difficulty attaching this blind mesh while creating the path, you can make changes to the landscape. Now let's use our static mesh to close the gap between our road and the entrance. It is time for the foliage mode. Foliage mode is essentially the quick painting and placement of static objects and actors onto the level using a brush. We can access this mode from where we reach the landscape or simply by pressing Shift plus three. We need static measures as the basic components. We can obtain these objects from the plant section on quixel bridge. After having the objects find the drag the objects you want to use onto foliage section, You can place the objects on the scene by painting with the brush or by holding the shift key to paint and clear selected areas from painted objects. You can change the density of each object by clicking on them and adjusting the parameters like brush size and paint density to achieve the desired scale. You can control the slope branch where our objects will spawn using the ground slope settings. Also on slope terrains, you will notice that our objects are placed perpendicular to the surface. You can cancel this future by removing the align to normal option, allowing the plants to grow opposite to gravity. In summary, the foliage mode works like this. I'm aware that I went through it quickly, but you can experience these modes best by using them. Since their usage is simple, I'm sure you will grasp them quickly. Now let's go back to our original scene. As mentioned, we need plants objects for the foliage mode. Let's enter quixel bridge. You can choose any objects you want from the three D plant section or even three D objects. I need a grass object that I will use intensively in our terrain. I believe the grass clump object under the grass lawn category is suitable for this purpose. Download the objects and track them onto the foliage tool. Increase the density setting and start painting. As you can see, it is quite simple logic. With this method, we can quickly transfer thousands of objects to our scene. Honestly, this is one of the most enjoyable parts of the process for me. While greening your area, make sure that the grass doesn't invade the inside of the building. An unrealistic image may occur. Now let's create a small flower garden at the back of our building. I obtain the required object again from Quicksell Bridge. The box food in the garden plants category will serve my purpose. Double click on the object we will use and turn off tracing support from the details panel. Now we are ready to use our object. We will be using one of the blueprints of R's template. Here again, drag BP's pone mesh along spline blueprint to the level and our box object onto the static me section for our blueprint. Increase the distance between instances, option 250 and adjust the length of our blueprint. Can you see the key point in placing objects? If this blueprint didn't exist, we would have to manually place them one by one. After completing the placement, we can place the desired flowers in the inner part as we wish. After applying this in different ways, in a few places, I found it sufficient. As you can see, there are no trees in Quixel bridge. But don't worry, quixel is not only serving here. Let's go to the Unreal engine store. Enter Megascan trees in the search bar and search. Alternatively, you can type trees and activate the free filter on the right. Quixomgascans trees are the highest quality trees you can find for Unreal. In addition, they are Avivable for free in the market. I am adding common hazard and black elder trees to our project. If you encounter any problems while adding, you can try closing the project and add later. You can add the trees we added to our content browser by adding and dropping them from the geometry pivot painter folder or using the foliage tool. It is that simple. If you would like to understand more about Megascan trees, you may check the Quicksell video about Megascan trees on Youtube. Now, let's move on to the last part of this section. We will learn how to turn the textures we downloaded from Quixel Bridge into three D shapes. For this, we need a plane model, and our quixel textures start by choosing and downloading the texture from Quixel bridge. I downloaded Construction Gravel. Duplicate the plane model inside Shapes folder. From the starter content, you can name the new model Rocky. We will work on it by dragging and dropping it onto our seen. First transfer our material onto the plane, then switch to modeling mode. Go to the mesh tab on the left. Click on Rems and change the target triangle count to a higher value. I'm setting it to 20,000 but this is up to you. Update our model by clicking Accept. Then select Displace from the Deform tab, choose Texture to D map as a method at the top and drag or ORD map to the displacement texture section, change the channel to blusince the displacement data of our texture is in blue channel. The reason we can't observe any changes is that virtual texture support is enabled. We can disable this feature by opening the texture and searching for a virtual texture on tick. It, then refresh the texture again by dragging it, Our object is starting to text shape. You can adjust the displacement values to capture a suitable elevation. Finally, choose lattice from the deform tap. When we will be using our object multiple times, we want them to blend better with each other. Holding the shift key, select the outermost points, pull them down slightly, and click accept. Now we have a stone model that we can use on the edges of our structure. You can copy and paste it into our level as much as you like. But don't forget to activate the Anite support for this mesh. That was our environment design section for today. If you have any questions, feel free to reach out to me on the discord server. I wish you all happy and healthy days. 8. Environment Design - P2: Welcome to our sixth chapter of architectural visualization course, IMOs. In today's lesson, I will be mentioning the highlights of my environment design process. Doing so, you will get to understand the methods and tricks I am using to create our environment. I will not be designing the interior of our house, but I will be trying to show you the techniques instead. Let's get started. We can start from where we left off, which is adding quixil tride objects to our scene. We open up quixil breach, We have two locations to find our desired Tride objects. We can search them by name or go under collections category and find what we need. I'm choosing a few of the rock objects to enchance our exterior environment. Higher quality is good for getting better quality on close up shots, but here we won't be capturing any close shots for the rugs. For that, I add them as medium quality. After adding them to content browser, we can drag static mes actor to the seam. Adding Quickl objects are usually comes with Nana support turned off. To change this, you may right click on the object and tick the Nana support. When you drag these objects, sometimes there are these ugly shadows appear. If you remember, I mentioned this in the previous chapters. It is caused by retracing being not calculated. Well, now we will learn a different approach to minimize this issue. Open the treat object by double clicking under Nani settings. We change fallback target from auto to relative error. Then change fall back relative error value to zero and apply the changes. This should help it. You can always fix this issue by enabling nanite support. But if you use this asset, let's say about 1,000 times, it will be heavy for your computer to handle. If you are planning to use only one of these objects and get the best quality of it for a close up shot, maybe you can turn it off. Instead of dragging our object and positioning it every time in the scene, we can use foliage mode to add them fast and variously. To do that, let's go to foliage mode and drag our tread object inside. Turn off all other assets by selecting them with control A and unticking any of them. Then tick our desired object and change the parameters as you would like them to vary. Then select the tool how you would like to place the object and place it. Now let's go back interior of our building. You might have noticed we do not have any doors inside. It is time we build them. I will be adding a door mesh inside our course Assets folder for interior doors. We will be using this three D object under imported folder. Let's create another folder and name it Door. Open the Assets folder and drag the three D object and texture inside. We have to change some values here due to doors. Export settings are not 100% compatible with unreal. Change First, offset rotation value 290 and uniform scale value 22. Please note that we have to uncheck combined measure selection so our parts can be imported separately. Drag them into our scene to check if the scale and rotation values are right. Once you set it right, we can create the material by right clicking on the texture and selecting Create material. You can see it by dragging the material onto our object. You are free to play with materials values, but I found it suitable. We set the difficult materials by opening the static mesh actors and assigning the material on our door panel and sheet for handle. We can use one of the basic colors we have created in less chapters, then save them all with control shift plus. Now of course, we won't be adding these parts separately every time inside our scene. Instead we will create a new static actor blueprint. In future chapters, we will adjust this blueprint for playable level two. But for now our intention is to create a basic arciinematic. Let's create a new blueprint by right clicking and selecting blueprint and then selecting the actor. Let's name our blueprint door actor and open it. We will drag our static measures under default scene root. As you can see, we have only one door handle to duplicate it. We simply create a copy by control C and control V. Then select one of the copies, got the details panel and change its dimension scale to minus one. This will mirror it on the other side. After you do this dragular blueprint to the scene, our door will come in one component. By changing this blueprint scale, location, rotation values, you can affect the whole component easily. Seems like our door is a little bit smaller than our door opening. Let's place the door and scale it a little bit until it fits. Right now, we use this blueprint to fill all the door openings in our interior space. It's starting to look okay. But if you try to rotate to open our hinged door, you will notice that it is not acting as it should be. This is because when object values like rotation and scale are adjusted, programs grab a reference point to apply the effect. This reference point is called pivot point in Unreal engine. With modeling mode, we are able to edit this pot point inside Unreal. To edit it, basically direct the object you want to edit inside somewhere in our scene. In this case, we want our door open modeling mode. While this object is selected, go to X form and then edit pot. From here we can change our pot point anywhere we like. After changing it, click on Except and open the blueprint. Again, you will see that our door sheet location has been moved. This is because location is actually our pot point location. Let's adjust it to where we want it to be. After adjusting now, we can make parenting to the handles without parenting. The handles will stay in the same place while our door sheet is being opened. To make handles move with door sheet, we have to make our sheet parent of our handles. Parenting is basically when the parent object values are changed. Parents pivot point is taken to change children objects as well. To make a parent object, you simply select the children objects and drag them onto the object you want to make a parent of. It is that easy inside our house? Let's add a few furnitures to fill it. I imported and created the blueprint objects as the same as door Pulueprint. You can control each part easily to blend together and come with a unique furniture set. I also downloaded a white furniture fabric from Quicksell Bridge and assign its instances to my furnitures. I would like to use white color to dominate the space because I am such a Mediterranean person, maybe you will do a mountain view. If you do create something like that, please make sure deposit to me on discourse server two. I'm eager to see what you can do with the knowledge. Now let's mention about decals. Decals are used for adding new textures over surfaces. This way we can add Naf textures over materials without making any changes inside material blueprints. I usually use these decals to add sprays, dirt leakages, manholes, asphalt cracks, et cetera. When you feel the surface needs more detail, I suggest you to check decals. When I look at the scene, I believe there are some details missing to fill the scene. I believe we can add a little port for two boats to obtain the boat. Let's check CG trailer. I found this Yatch model and downloaded it. I will be also adding these two course assets. So don't worry, you won't have to download it again. Now let's return to Unreal. We need a platform to access our boats. If you are one of my type, you might not want to model it from scratch. Let's go to Starter Contents Architecture folder. And find what we need there by dragging the objects. Let's try to achieve our desired look. Then add some pillars below and assign this gray stone material to them. It looks well, but we didn't import the yatch yet. Let's import our yatch model inside our imported folder, then drag it into our scene. People won't be just jumping down over the boat. We can create a staircase in the same way or adjust the height of our platform. I choose to lower the platform and scale it a little bit smaller so it fits better. We need two models of yachtch. Let's duplicate it by holding out and dragging. Now, these boats needs to be different colors. You may assign the colors as you like from basic materials, or you may wait for automotive materials to be imported. The assign them later. I feel something is missing from our port and it is the pat that would lead to our house. We don't want people to walk over this grassland every time they want to go to the port. Let's make a pat. To create it, we can use BP's plane along mesh blueprint here again, I believe we can create the path from stones. Grass can grow between each tile. I believe this will fit our environment. I have prepared a new treaty model we can use here with the blueprint. Import yard pad stone, object to content browser and assign the same material of the platform to set our pale. We can set foliage actor invisible. For now. Adjust the spline leading to our garden door and drag our object to see the result. You can change the distance between objects inside details panel. Something close to 50 looks fitting. When we are finished, we can make the foliage visible again and erase the objects in the path. But we are wanting some grass to grow between them. Right? To do that, we will paint grippon grass between the tiles by hand. It is the best way to do it, in my opinion. There can be other ways like procedural generation, but they are more advanced tech, to be honest. They are added recently to the engine. For that reason, I do not consider myself professionally using them yet. When we are done with it, it should look like this. It gave our scene more life, didn't it? When we look at the distance, it looks endless. But I want some lands or islands to be seen there. Most of our houses values comes from the view, not just for discourse. It is a universal thing. Let's add some islands in distance. We will use some mega scan rocks here. Let's go back inside the quixel bridge and search what we can use there. I found this mostly rock face suitable for this purpose. Download it and add it to our content browser after the drag it in some distance. The trick here is we will play with its scale values by scaling it bigger and duplicating a few of them. To blend each other, we shall have different kinds of lens to fulfill the view. This is the most basic method I used to create distant views. I also use a software called Kaya to create landscapes which is free or might check on real marketplace to find redi, static mesh landscapes. Now it is time for cars. I believe this can be the most frustrating part. I will be making it easier for you to adapt. I will explain all the way, but you will be responsible for the last part of this process. Usually I find my cars online on sites like CG Trader or Sketch. A CD Trader has better choices for free, we will stick with it. Now, you may search for a car and choose any model you like after downloading the object. There are some adjustments, needs to be done in other softwares like Lender. When we import the model, we see that the model is complicated. We need the models prepared in nine parts. For real engine, the parts are main shape of the car wheels and brakes for each wheel. The reason for this is they will be parented to each other as less as we can have these objects is better. I had a prepared model which was OD model R eight. You may import this inside a new folder. This time we need some quality materials made for vehicles to acquire it, go to Real Engine Marketplace and search for Automotive Materials. This is completely free again and top Quality. Click Add to Project, and under select Version, Select One closest to your version. Min is 5.1 at the moment. Now it is added to our content browser. Open each static object to add default materials. Here you can see the slot names of each material, Find it inside automatic materials and assign them. You can change some of them if you would like to. It is all under your control. You might want to change element 12.13 materials to clear glass material. That's because stopped car lamps would basically not be working. If you make a animation, we will change it later. After we are done with materials, let's create a new blueprint actor. Drag our objects inside. Blueprint set wheel locations to their right places. Make sure that the wheels which should be parallel to each other are on the same value on that dimension. For example, right side wheels should be on 78 to be in order then bring the brakes to right places. When we are complete carrying the objects, we can start parenting the objects. Parent wheels to the main shape of the car and breaks to wheels. The only problem here is breaks wheel rotate with wheels. We can change this by un parenting or assigning each part to a skeleton. These are more advanced techniques. You might find these skeletal ricks inside marketplace to purchase if you are interested. When complete parenting, we can compile and close the blueprint, Drag our blueprint to our scene. Now we can see our car in one component. Seems like I have made a little mistake while putting the garage gates. They are smaller than I thought. I will put our car outside. This is a big car anyways. Now our vehicle is also ready. Before we end this chapter, I would like to mention some of my favorite assets inside marketplace. The first one is called Ultra Dynamic Sky from Everett Gunter. This asset comes with two blueprints. First one allows you to control the sky like you can change the fog clouds in a very detailed manner. The second one lets you control the weather with it. You can make it snow, rain, and even thunderstorm. This blueprint also affects other assets, like making them wet easily. The second asset is called Easy Folk by William Foucher. William Foucher is a content creator for Unreal Engine and always seeking realism in his works. You may check his Youtube channel. This blueprint lets you add distant folks very easily to achieve a cinematic look. The third one is called Ocean System. For rendered cinematics from Blue ray Addict. You can use this very high quality water blueprint to capture seashells in our ultra cinematic. I am showing you what I added to our scene using these methods so you can experience them in one breath. Our environment design process was like this. If you have any questions, feel free to reach out to me on the discord server. I will try to answer all the questions as much as I am alievable. I wish you all happy and healthy days. 9. CINEMATIC: Hello friends. Welcome to the new section of our architectural visualization course, IMOs. Today we will create our architectural animation together. In this section, I will share all the key points in the animation process with you. Let's start if you're ready. In the previous environment design sections, we added many things, but we haven't touched on visual effects system at all as we start this section. Let's look at the moment elements that we shouldn't miss in our animations on real engines. Visual effect system is called Niagara. You can find the birds and falling leaves effects in the effects folder within the rural Australia assets we added to the project earlier. By dragging these elements into our scene, we will make birds spawn in various areas. When rendering our animations, these birds will be primary elements bringing life into our scene. The secondary element will be adding animation to the grass and flowers we added to our scene through Megascans. To add animation, we will find the folder of that object in the content browser. When you open the materials in the folder, you can see enable grass wind at the bottom, parameters. After activating this option, you'll observe that the objects in the scene start moving. You can find the desired value by adjusting the parameters after completing the animation elements. Let's take a final look at the important settings for rendering. Let's examine the directional light actor. I recommend keeping the intensity value 10-12 locks. I aim for softer transitions of shadows. By increasing the source angle and source soft angles values to tube, You can increase the indirect lightning intensity value in a way that suits your project. This value represents how much the lumen light system will reflect bright lights in the environment to other pixels. The higher you raise this value, the more light will be reflected onto the other surfaces. Now let's move on to exponential height fog. Here I changed the foc height fall of volue 2.3 I activated the volumetric foc feature and increased the extinction scale value 22, I strongly recommend enabling volumetric foc. Now on to sky atmosphere. You can achieve significant changes by adjusting the ray light scattering scale and scattering scale values. While the usefulness for architecture is debatable, it can be beneficial when creating cinematic scenes and our precious post process volume. This actor shares great similarities with the camera settings we will use shortly. The changes we make here will apply to all the settings for cameras we add. I want to note that any adjustments you make in the camera later will overwrite these settings. First, we had turned off the Bloom effect. Now let's set the intensity 2.2 in the chromatic aberration tab. I recommend keeping this value low under color grading. In the temperature section, let's set the temperature to 6,000 Calvin. Note that the approximate value of natural light is 5,600 Kelvin. Selecting a value 5600-6200 should be sufficient for now. We will make color adjustments after the rendering process. In the reflection step, ensure that the quality value is two. The tracing mode option is set to hit lighting For reflections, the high quality translucent option is active and the max reflection bounces value is three. These values are important for render quality under translucency. It will be beneficial for the type mode to be racing under the post process volume tap. Make sure unbound is active or these settings will have no significance. All these settings can vary for your scene. Fiopherty, use different values. Now we can start creating our animation. To create our cinematic, we need to first create a sequencer. Click on the moe icon you see above, and select at level seconds, while selecting the directory for creating the sequence, you can also provide a name. Now we have two ways to create our cameras. We can either combine our cameras into a single sequence or create separate sequencers for individual shots. Eventually, we will combine these shots in the final sequence we will create later. This is a method we are about to apply. Let's start by naming our first sequence shot one first. Let's summarize the features we will use in sequencer. The FPS indicator you see determines what frames per second your animation will be rendered. Higher numbers result in smoother image quality. If you want to view the sequence time line in seconds instead of frames, you can click on FPS and change show time as 2 seconds in the timeline. Green line on the left and red line on the right indicates the start and end. You can adjust to the display range of the time line by changing the internal numbers at the bottom. When the magnet icon is active, it allows you to snap to K movements. We can add our camera from the camera icon on the left. When the camera is selected, camera settings will appear in the details panel. From this panel, I choose the super 35 millimeter camera preset that I have selected for this project. Instead of controlling our camera like an actor in the scene, we can directly view and control the camera. Click on the small camera icon next to the camera to switch to the camera view. As you noticed, the camera presents offer a square view. To change this, we will first select the lens that is suitable for our shot. Higher millimeter lenses are designed for closer shots. Once we make the lens selection, let's change the squeeze factor value below to 1.6 With this change, as our field of view expands, black bars will appear at the top and bottom of the screen. Now that we are in the camera view, let's move to the point where we want the camera to see. Now we will create a keyframe. Keyframes are markers that determine the state of actors we use in sequencer. At the moment, the transform option under our camera actor contains data such as location, rotation, and scale of the camera. Now all we need to do is create a keyframe. We can create a keyframe next to transform by clicking on the small.in the middle of the arrows. Afterward, we can drag this keyframe to desired time on our timeline. Now our camera has instant position information, but if you want some movement, we need at least two key frames. We can drag our timeline on the last frame and move our camera slightly upward. However, without creating this new key frame, it will be meaningless. Let's create the key frame and play the animation with this spacebar. Our camera is moving, but there is an issue. The camera is slower at the beginning and end of the animation to fix this effect. After selecting the transform, we will go to curve settings to see above. Here, select all key frames, cliconlinear interpolation from the top. And now our camera will move linearly. If you want to revert to previous state, you can click on the auto while the key frames are selected. My recommendation is to plan each shot longer than you normally want. For example, I am planning this shot for 10 seconds, but I updated it to 15 in the process. The length of our shots will provides flexibility during the editing phase in the Premier Pro, after right clicking on camera cuts, we can change the length of the shots to the edit section. However, this is not enough. We also need to drag our end line. We may not be able to snap this line to the camera. Therefore, by switching your viewport settings to cinematic view, as you can see, you can manually update it from the bottom right of the viewport. As you see, camera control is straightforward. If you have used programs like aluminum before, you will get used to it very quickly. With this method, we can create most of our shots, but let's dive into more detail. For example, we will shoot our boats in one C. However, the boats are stationary. To animate the boats, we select them and drag them from the outliner to sequencer. The transform option will automatically appear under them. Now similar to the camera at different times, we need to create different poses and add keyframes. In this way, we can mimic the effect of water waves on our boats. We can also use the same technique to create animations that require object movement, such as a door opening. In close ups, the focus point becomes more important. We can change the focused instance under focus settings by clicking on the icon next to this value, we can create a keyframe. Also, by making changes in the focus distance in our shots, we can enhance the quality of our animation. Finally, let's add animation to our vehicle. Animating the vehicle with the transform option is a bit more challenging than you might think. However, don't worry, I have a special method for you. We will create our animation without the need to download an animation rig for our vehicle. What we need is the comma regrail. You can add the comer grail by searching or adding it from the cinematic tab. Now extend this rig along the path where your vehicle will move. Just like this spline along mesh blueprint. Once we define our path, we will create a parent by dragging our vehicle blueprint onto the Comer Grail in the outliner. This way when the comer Grail position changes, our vehicle will move with it. If our vehicle doesn't align with the rail, update the location values to zero, it will quickly settle onto the Re. With camera Grail selected after activating the lock orientation to rail option, you can visualize your vehicle moving by dragging the current position on rail data. However, the wheels of your vehicle won't turn. Now let's fix that. Make sure you have dragged both your vehicle and camera grail into sequencer. Then let's create K frames for the camera grails current position. If done correctly, when we advance our timeline, we should see our vehicle moving. Click the plus icon next to our vehicle blueprint, and add all the wheels individually. Now we will need to adjust the position data for each wheel. Colick the plus icon next to all wheels, and click on Transform. We will change the transform rotation roll data for all the wheels. Positive values here will make our wheels turn in the opposite direction. We will find the correct value to trying as the road extends, the value will increase. Once wheels and speed of our vehicle are synchronized, you can determine the value for this shot. The value was set to -3,000 After entering this value for all wheels, don't forget to convert the key frames through linear interpol otation. You can easily change this by selecting the key frames, right clicking, and selecting linear. This is how we create our vehicle animation. Now it is time to merge all the shots. We are prepared. Let's create a new sequencer to combine all the shots and name it cinematic. This time, instead of creating a camera click on the track on the left and select Shot Track. Then using the small plus icon next to it. We will combine the shots one by one. After adding all the shots you want to render consecutively. Change the start and end lines. If you don't change the end line, you might end up with five second animation. Additionally, the exclamation mark next to your second FPS indicse that different shots have different FPS. Select 60 FPS, again, to update the FPS data for all shots to render. We will use the Movienderq plug in if you created the project using the archistemplate. This plugin will be active by default. If you created it differently, you can activate the plug in by selecting edit plug ins from the top menu and searching for movienderq. Enable the two plug ins that appear and restart the engine. Now with the cinematic sequencer open, click on the film icon to open the render que. Let's open the settings. Here you will find process that I prepared for you. You can obtain this process from the course files or the course assets folder. There are two methods you can apply to bring them into your individual projects. First, with the project open, select the preset files in the UAV course sequencer folder. Right click, choose Asset Actions, then select Migrate. After clicking. Okay. Choose your projects content folder to copy the files. Secondly, you can directly copy these files and pass them into your desired location inside your projects content folder. When you want to change the config in movie render K settings, the process will automatically appear. Although I prepared the presets, there are some settings I want you to know. Firstly, antalyzing special sample count and temporary sample count are multiplied values. If you set both to 16, a frame will be calculated 256 times, making the render time huge for architectural visualization, I think increasing the temporal sample count is sufficient. This data applies motion blur effect to our frames. After changing the values, make sure overright antalyzing is enabled. Warmup frames can be activated to start frames before recording renders. Helping to sharpen camera and light settings, the output tap is one of the most important settings. Here we determine the directory and resolution for our renders. Do not change the name and format, or it may complicate things when importing into Premier Pro. Moreover, the other settings to quickly understand their functions by reading the explanations. Once you have completed the settings, you can click on Render Local. The other option will open a new Unreal engine window, slowing down your computer. When our under is complete, we can move on to Premier Pro. At this stage, you can use different programs if you prefer, but I will guide you through my approach. Let's start by creating a new project. Now I will explain the windows that make up our main screen. In the top left corner, we have the effects control, where we can adjust properties like opacity, position, and scale. To its right is the port where we will view our video. Below that, similar to our real engine sequencer, we have our timeline. To its left is the content browser. To the right side window is the panel for color adjustments. Right click in the content browser and choose Import. Select the first frame of your render. Check the Ime second option, and click Open. Since we imported our video as an email sequence, it comes with a fixed frame rate of 25 PS. Right click on the video, choose Modify, Interpret Footage, and Set. Assume this frame rate to APS value of your render. Now you can drag your video onto the timeline. Let's import our background music by dragging it into the content browser in the timeline. The top section is dedicated to videos. The bottom section is for audio files. Drag and drop your music into the bottom section and play it. Both our music and video starts off noisy, which is the first thing that bothers me with the music selected. Change the volume value in the effects controlled to -30 for the first level, and create a key frame. The key frame logic is similar here. Now let's listen. Great. Now what I want you to do is separate all your shots using the resertolee while holding down the old key. You can zoom in an outfit mousel to make this process easier. Once you have made all the cuts, we will create a composition harmonizing with the music. It is entirely up to your artistic abilities and I have full confidence in you when arranging the videos. You can also use upper channels. Videos in the upper channel have display priority. If your video is too short to fill the desired space, you can right click on that section in the timeline and changes speed or duration. Small changes won't disrupt the FPS balance. Once we have completed our composition, let's add some text. I want to place the text ultimate R quiz course parallel to our building on the balcony in the first scene. To do it is select the text tool and determine where you want to create our text in the scene. After typing the text, enlarge the borders to make it fully visible. Open the essential graphics panel on the right to change the font size and other features of our text. If you don't see this panel, you can activate it from the window me. Direct the text to where you want it to appear. Then search for transform in the effects panel and drag it onto the text. In our timeline, new settings will appear in the effects control panel. Direct the skew value to achieve the ideal angle. It's going well, but text remains fixed as the camera moves. We need to create key frames for the position and scale. As for the text, After updating the position where the text fields start, click on the icon next to the position and scale in the effect control panel. This will activate the ability to place key frames. Then go to the last moment before text disappears, and update the position and scale values. Key frames will be created automatically. This way you can add as many animated text as you want. Now that we have added text to our composition, Congrats, we have completed half of the cinematic. Are you feeling intimidated? Well, don't worry. I said that they emphasize the importance of the remaining part. Now let's apply color grading, open the lumetri color and lumetri scope spanels. If you can't see these panels, you can activate them from the window menu. I want you to right click on the Lumetri scope spanel and open waveform and vector scope. In the Vectorscope values 0-255 are displayed. This indicator helps us understand the amount of color in our scene. The top part represents highlights, whites, and the bottom part represents plaques and shadows. Lumetri color has six sections. Let's start with the first one. Before starting this process, you should determine your goal. My goal is to achieve a dreamy effect from the video, the secret to achieving a dreamy look lies in increasing the dominance of colors and amounts of magenta and pink. Let's get started. At the top, there are lookup table presets. However, we won't focus on precess right now, since loose settings are tailored for different types of cameras. I think it's more accurate to make our own adjustments. Use the white balance sector. Plan to click on a point in the video that you believe is truly white. This shall automatically adjust the white balance. Temperature and tint are the fundamental values for adjusting white balance. The settings under tint, our light settings, exposure opens up all colors. Contrast separates whites and blacks. Highlights change the light of bright areas, shadows to the opposite for dark areas. Whites and blacks adjust brightness of extreme points like 255.0 Saturation is the color intensity. If you pull it all the way to left, you'll get black and white. In the basic correction section, we balance the colors between these values. Let's move on to the creative section. The Luke action works like lot. I recommend experimenting with the section. It's logic is quite simple. Let's skip this and move on to the curse because we won't be using it. The top point we see in curves determines whites and low points are shadows. While changing the setting, we can create three points shaping the curve slightly downwards, sharpens shadows and highlights hue and saturation. Adjust specific color saturation, hue versus hue changes the color versus luma, adjust brightness of the color. I won't go into the other settings. They are a bit complicated and even I barely use them. Color wheels applies the color balance of a different frame to your selected C. You can achieve this by switching to the comparison view. Hsl Secondary allows us to select a color more detailed and offers different variables in addition to color. This is like versus U actually allows you to change a specific color range, while in curves we could only change the color. Here, the changes we make, like polar effects, only affect the selected color range. The net setting applies a shadow effect on the edges and attracts the focus to center of our scene. We finished the adjustments for our first scene. Look at the difference between turning the effects on and off. Amazing, that's why we do post editing. Now you can copy these lumetri color settings for other scenes from the effects control panel. Remember that these settings will vary for each lighting. Conditions are different for each shot, you need to make slight adjustments. Finally, there is one more point to address the balum effect. If you remember, we turned off the bloom effect in unreal and now it is time to recreate it. Creating it is straightforward. First, duplicate our scene on the top layer, Apply Gaussian blur from the effects panel. When you set polyurinous value to 500, you will see the effect. Change the blend modus screen and reduce the opacity to 25 to 35% Then however, this setting affects all of our colors. Additionally, from effects, find Lumache and add it to the top video layer. It is important that lumache is above Gaussian blur in effect control. Otherwise, we won't achieve the desired effect. Now everything is as it should be. If you want, you can cover the glare effect at the top and bottom by adding a new black band. For this, you will need the rectangle tool. Place the rectangle and duplicate from essential graphics to drag it upwards. Holding down control will make it easier to snap to the edges of the screen. Your video is ready. Go to the export section in the top left and get the final render of your video. We have reached the end of the cinematic creation chapter. Feel free to reach out to me through the Discord server. If you have any questions, I leave you with the final video. Wish you happy and healthy days. 10. Walkthrough Level: Hello friends. Welcome to the eighth chapter of our architectural visualization course. I am Oz. In this section, we will learn how to make our scene playable, which we said in previous sections. Let's get started. Instead of working directly on the scene where we created our cinematic, we will work on a copy of this scene this way if you want to make changes to our cinematic later on, we can easily do so. Let's duplicate the acres level inside the levels folder I am naming the file walk through. Let's open our level. Now we need a game mode where we can navigate through our scene. For this, we will use the First Person shooter template provided by Unreal Engine. Click on Ad, then Content Pack. From there, select First Person Shooter and add to Content. Now open the First person blueprints folder. The BP First Person character you see here is the blueprint for the character we will be controlling. However, since the blueprints in this folder work together, we will make some changes to adapt them to our scene. Let's start by dragging the first person blueprint into our scene with the blueprint selected in the scene. Search for auto in the details panel and change the autoposcess. Player and auto receive input options to player zero. The setting helps the game find the character. We will be controlling when the game starts. Now double click on the blueprint to open it, we don't need the arms. Let's select and delete them. We need to set up the playable level settings for our project. Go to Edit, Project Settings, Maps and Modes. Here, change the default game mode to BP, first person game mode. You can also select our new level for the editor start up map. This ensures that every time we open the editor, we encounter this level avoiding accidental changes to cinematic level. Each object in our scene has its own collision. You can think of these collisions as volumes, switch the mode to player collisions to see how free we are to move around the scene. If architectural objects are imported as scene, it means they don't have a collision set up. These collisions are where the player can step on inside the level. There is a way to fix this, but it can significantly affect performance in large scale buildings. Let's open the treaty model of our building and go to collision tap here. By changing the collision complexity option to use complex collision as simple, we can fix the problem. We can apply this to other models causing the issue. While not the most performance efficient method, it's the quickest solution. Now let's control our character in the scene. When comparing the widow of the door to our character, we can see that our character has a good appetite. Therefore, let's reduce the width of the capsule in the character blueprint. This capsule represents the volume of our character. Additionally, we can lower our camera habit. We will disable some sections of the character blueprint to disable jumping, cut the connection of the red node in the jumping section and compile. We will also disable BP, first person projectile PP pickup rifle and PP weapon component blueprints in the same way these plugins enable weapon use. Now let's add collision boxes to areas where we don't want to access while playing. These areas act as boundaries similar to pools. Select cube from ad shapes and place it in the desired areas. Although they won't be visible in the game, their collisions will remain active. Lastly, select the cubes, search for visible in the details panel and unchecked box. After these steps, our scene will be playable. You can also adjust the speed of our character in the details panel while PP, first person character is selected. Since we won't be applying any rendering processes anymore, we can bring our scene to its final look with Pospcess volume, I want our scene to have evening light and feel warm For this, I enable Bloom and Glens flare effects in the pospcess volume. You can adjust the values as you like. Additionally, you can easily change the position of the sun We control out, since steam rises from the sea to the sky in the evening times, I slightly increase the atmospheres scattering scale value. This should be enough for now. Let's move on to adding interactive elements. Interactive elements are objects in the scene that we can interact with. These objects will interact with our character blueprint. However, for our character blueprint to work with other blueprints, we need to define our character blueprint. Let's open the blueprint and search for tax in the details panel Under the advanced text section, add a tech named player. Now we can identify ourselves as player in newly created blueprints. Remember the static door blueprints we placed in our C to avoid adding doors to scene. Again, we will work with this blueprint. Create a new blueprint folder, and move the previously created bulueprintsreow. Let's open the door blueprint. Ensure that the pivot point of our door panel is aligned with the hinge. If not, you can adjust it using the modeling tool. Now we need to define when the interactive blueprint we are creating will be triggered by our character blueprint. For this, let's add a box collision to the scene, then adjust its dimensions to cover the front and back of the door. We will make the door usable when our capsule enters the box. To ensure the box works properly, be careful not to make the mistake of adding it as a child to the board, like me. Otherwise, the cube will move at the door causing it to glitch. Now let's integrate our box into the blueprint coding system with the box selected at the On component, begin overlap and On component and overlap options from the lower sections. In the blueprint system, red nodes always mark the beginning of a command sequence. Therefore, we can't add inputs to those nodes. When these commands are triggered, they execute the code sequence that follows. The blueprint coding system is a simplified version of C Sharp programming system. If you have basic knowledge of C Sharp, you can easily understand it. However, I will explain it as simply as possible. The red codes are like starting a paragraph every time they trigger it. Each paragraph has its main topic. We can call it as our goal. Also, our goal could be to rotate the door panel by 90 degrees. Now let's focus on the first node we added on, component begin overlap. As the name suggests, the box collision is a common triggered when interacting with other collision. Here we want the intersecting object to be our player. For this, we need an if command. The blueprint version of the if command is the branch command. I will prefer to use if instead of branch as I believe it's more understandable. The if command has two inputs. One end shares the continuum of the command series and the other checks the condition. Additionally, condition can have two outputs. One if the condition value is one true and the other if the condition value is zero falls. Now let's add the actor has tag node. We will connect the overlap component to the target and right player in the tag section. This way this value will check whether the other collision intersecting with our box has the player tag or not. If it does, the value will be one. Otherwise it will be zero. We will connect this to the condition node in the node, thus forming our first sentence. Although it may seem difficult at first, it's actually quite simple. With a few practices, you will grasp it, trust me. Now let's drag our door sheet component into the blueprint. After all is the object, we will rotate. Now we need to control the opening time of the door in the blueprint. If you directly enter the change comment, the door will suddenly open. As soon as the comment is triggered, we don't want to see that happening. We will control this with the timeline node. Double click and open the node from the Track button in the upper left corner select at flow track, a screen similar to the second circuit will appear. We will add two new key points to the line by left clicking. When these points are selected, we can adjust the time and value values above. The first point should be at second zero with a value of zero, while the second point should be at second two with a value of 90. You can adjust the values to fit the screen by clicking on the boxes to the left of time. Although the variables may seem linearly connected, we will right click on the points and select Auto. To smooth out the value change. The added variable will appear in the output values of our node. You can rename it if you wish. Now let's add the set relative rotation node, which will rotate our door. We will connect the door sheet to the target and split the variables to set the z value. By connecting the arrows, we can continue the coding and test our door in the C. Now, our door will automatically be triggered every time our character approaches it. Let's make it start closing automatically when we move away from it. As with the previous one, we need to confirm that the object moving away from the door is our player. We can copy the code from above. For this then, it's quite simple. We will connect the code series to the timeline to run in the opposite direction. This way we learned that we can use the same code series with two different triggers. Now, all the hinged doors in our scene will open. When we approach them, yes, they open, but you may not be able to pass through them. To fix this, let's open the mesh of our door frame and change the collision as we did with the building. If you still can't pass through the door, it's worth reviewing the collision of your character blueprint, although we could leave it here. I think telling a little bit deeper could be beneficial. Let's continue by adding a text and an interaction button to indicate that we can interact with the door when we approach it. But first, let's create a copy of our door blueprint so that our changes don't affect the old blueprint. We can continue by creating our text right click in the content browser and add user interface, rigid blueprint. The tools we need here, canvas and text. You can drag and drop the tools from the menu on the left. Let's edit our text to say press to Interact. To center it on the screen, select the bottom center as the anchor point and change the positions to zero. We can change the alignment values to determine how the text will be placed relative to the anchor point. We can set these values to 0.5 and five. Finally, we can check the size to content box. This will automatically expand our text box to the limits of our text. Now let's return to our door Blueprint. We will add a new trigger node. This node is one of the most commonly used nodes in Unreal Engine, the event pig in play. This note will be automatically triggered every time our level is running. Then add the create widget node and select the text we created from the class. This node ensures that our text blueprint is activated in our level, but it remains invisible until we add it to the screen. If we add it directly to the screen, it will always be active when the level is run, instead of being triggered when we approach the door. To prevent this, we will make it a parameter. Right click on the return value and select Prometo variable. It will appear under Components on the left side. We can change its name from the details panel. Now let's track this node after the collision. From our player control, we will connect the output data to the add to port node. To continue the code series, we can apply the same procedure to the other code series. However, this time we will use the remote from parent node instead of add to v part. This way our text will disappear when our character moves away from the door. After compiling and saving. Let's test it. It works Next, we need to make our door openable with a key input. For this, we will need to create new variables. Click on the plus next to variables on the left, and create a new variable. Variables can be created in many types. For example, one of them can hold x, y, z values. One of them may change. 0-11 can be a text. For now, we are interested in body in type. This type can take two values, 0.10 represents false and one represents true is the foundation of classical programming as you will understand. For example, one can be determined as yes, any, I did the shopping and zero can be determined as a pure chaos. We will use one of these new values to check whether the door is open or not. The other to check whether the EK is pressible or not, we want the EK to become active when our character approaches the door. Let's track this value into our panel and select Set pressible Get node is used to question the value while set changes it. Let's set this value to true so that our character can press the key when entering the box boundaries. Now let's add a red key node and check if the pressable node is active. We will use the same technique we used on the player to apply the command. Then we will create another connection to check if the door is open or closed. We will use the other door open value we created. For this, it's important for the bullion default value to be zero because the doors will be closed when the level is run. Then we can connect our code series to the timeline. Currently, our door will become openable when we approach it. However, if you press the key again, it won't close because the door open data is still zero. Meaning our code will still try to open the door thinking it's closed. To change this value, we need to add another if comment to the end of our code series. And check the get door open. If the data is false we will change it to true with set door open. If it's true we will change it to false. This way the code series will change the status of our door every time it's run. Finally, we need to make sure the player key detection feature is active. For this we need to add get player controller and enable input nodes at the end of the code series inside the box. Similarly, when we exit the box, we will connect disable input instead of enable input after compiling. Saving our door is fully ready to use. You can apply this blueprint to other hinge door models by changing the three mesh. We have learned how to create a hinge door. Now it's time for a sliding door. For the sliding door, let's create a copy of our door blueprint. The main change here is that instead of rotating the door, it will be based on translation. Let's open the blueprint and dilate all three D measures except the box. Then let's dilate the set relative rotation node as well. Let's import the three D mess of our sliding door into the blueprint. By dragging it under the scene root, we will create three copies of our door to create our back garden door. Let's adjust the positions of the doors and our box. Then let's make them parents of each other so that when we move one, the others will follow in a coordinated manner. Let's add the first set relative location node where we deleted the first panel node. This time we will use set relative location instead of rotation. We need to change the data in the timeline. As you know, we set the data to go 0-90 However, this time we will use the data not in degrees but as a distance unit. We can examine how much our door will progress in the blueprint viewport. Using location data, we will use the desired arrival and starting value on y axis. For our first panel, this value changes from -180 to -20 Let's make the necessary adjustments in the timeline. If you want, you can also extend the timeline. I am extending it to 5 seconds because I think it would be strange for such a large door to open in 2 seconds. Let's split the location data with split struct pin and connect the output of our created timeline to the Y input. There is an important point to note here, which is the value of our panel on the X axis as we see in the V part. The value for panel one is minus three. If you don't enter this value, all our panels can overlap, which is not what we want. Now let's perform the same procedure for other panels. We don't need to create a new timeline output for panel two, so we can connect to Y axis data for panel two. Let's update the X axis data and connect our comment series to final. Of course, you don't have to create these buleprints yourself. I will share the blueprints I have created and you can open and use them from the project files. That was the chapter in which we adjust our level to be playable. If you have any questions, feel free to reach out to me on the discourse server wishing you a happy and healthy days. 11. User Interface: Hello friends. Welcome to the ninth part of our architectural visualization course, IMOs. Today we will learn how to create a user interface with the UI. We will create, we will be able to switch between the levels we prepared, change quality settings, and display the information we want to convey on the screen. Let's not waste any more time. Let's get started by creating a folder named UI. In this folder, we will host our widgets and the five tools. Then let's copy our votry level and name it our main menu. This level will contain the first menu that will appear when we run the program. The reason I copied the Voc through level is that I want to see our scene live in the background while navigating through the menu. We could have done this without copying, but for now I want to keep our work cleaner. Let's open the UI folder and right click select Igd Blueprint from the user interface tab at the bottom and name it main Menu. When we open the blueprint, you will see interface tools on the left side. Instead of discussing all of these tools, we will focus only on the ones that will quickly achieve our goal. First, let's start with the vertical box. Vertical box allows you to arrange the elements you attach to it vertically. Alongside this, the horizontal box tool will arrange the elements you attach horizontally. Let's add vertical box as a child to our canvas. Now let's talk about anchors a bit. Anchor is the name given to points that allow us to change the boundaries of our boxes. Drag and drop these points to the desired location where you want the boundaries of the box to be. Then change all offset values to zero. To align the dimensions of our box to these boundaries, we will design our main menu within this box. The remaining area will be the space where our background scene will be. Now let's add an image again which will be apparent to the canvas. Let's adjust the anchor dimensions of the image, like in our box, and set to offset values to 010. Let's set the image color to black and decrease the alpha volue to 0.6 With this addition, we have added a transparent background color to our menu. This will be insufficient normally, but I will also include the background blur tool that I always use. Similarly, let's add the tool under the canvas as a child and adjust the anchor and offset values. We will change the background bill with the polar strength value. You can use any value you want. You might wonder why we added those two separately by repeating the same process. We are forced to do this because the image and polar tools do not accept any child elements underneath them. This is not applicable for vertical box. Therefore, we will add our texts, buttons, and many images as children to the vertical box. Let's drag and drop new vertical box tools into our box, or on top of it in here. Ahi. To create children for our current purpose, we need a total of four child boxes. Let's select all of them and choose Field from the details panel With the setting, our boxes will be divided equally within their parent box. You can adjust the widths of our boxes by changing the value that comes next to field setting a small tip. When adjusting the setting, if you distribute the total value of all boxes to equal one, it will be easier to maintain the ratio. I set this values 20.15 0.2 0.6 and 0.2 Now let's strike the image tool where we will place our logo onto the top box enabling the field option and aligning the alignment values to the center. We see that our image box is blurred. The reason for this is the background tone and blur we added earlier are affecting our logo image, just like in Photoshop player system. Here, we also have layers that stay on top or bottom. We control the layer order in UI tools with the z order value. When we change this value to minus one for background tools, you will see that the many items become clearer. Let's go back to our logo and update the image size to 100. By 100, we haven't imported our logo to unreal yet. You can get the logo I used from the course assets file I shared. Of course, you can also place your own or your client logo here. Let's import the logo and complete our process by selecting it from the image tab. Now let's add a text block to the second pox choose fell from the details panel and align the alignment settings to center. I want to use my own font instead of unreal font. I will import our font into the UI folder. Then you will be able to easily change the font of our text. You can add our texts and adjust their positions. In this section, I will prefer to turn off the field option and manually adjusted text positions. Additionally, I want to separate the text by driving a line. We can use the image tool for this purpose, let's add the image tool and move it to a higher place by clicking on the arrow on top. Then let's align the alignment settings to center and change the dimensions of the image to be like a line from the image size. You can balance the positions by changing the pattern option at the top of the details panel. Now time to add our buttons for this menu. I want to have four main buttons play to run our vol level cinematic to play our cinematic quality settings. To change our quality settings and exit to close the project, let's start by dragging the button from the left money onto the third box. Align the buttons, alignment settings to the center and activate the field option. Then let's drag the text tool onto our button. Let's change the text to play. And return to the button For the button. We will deal with the normal Howard and press sections under the style tap. The normal setting represents the normal appearance of the button. Let's open the color of the setting and lower the alpha volue to zero. With this setting, the background color of the button will be disabled. In this normal appearance, the Howard setting represents the appearance of the button when we hover our mouse over it. Here we can lower the alpha volue of the color to 0.2 This way it will slightly shine when hovered over the press setting represents how the bottom will look. When pressed for this setting, we can change our color to black. And lower the alpha volue to 0.4 This way the background color, which is white when pressed, will turn black. Now that we have made our initial settings, it is time to test. Now let's learn how to activate our UI. When we play our scene, select open level blueprint from the blueprint option on the left in V part. The only node we will need here is event begin Play. You can dilate the others. Add the create, Get node and select main menu from under the class we are creating. Then right click and add the add to port node. With this setting, the interface will open when we press play. However, since we are in game mode you may not be able to access it to switch to UI mode right click and add the set input mode to UI only node. Then add get player controller node to the player controller input. We are in UI mode now but the mouse isn't visible. To add the mouse, copy the Get player controller and connect it to the set show mouse cursor node. You should activate the checkbox here or it won't show up again. When we run our level, we will start to see the menu interactively. Now we can return to the interface git to avoid repeating the same process for our other buttons. Let's copy our play button three times in here tab. Make sure that the vertical box is selected when performing the copying process. After copying, we can change the texts and fonts. You may have noticed that our camera goes to the first person blueprint in the test screen. To prevent this, let's select the BP, first person character from our scene. When we play our scene, our camera position will no longer change. Now let's create a simple camera shot for our background scene. Since we have covered the details of this part enough in the previous section, I won't go deep into it. The only point I want to mention is that we will slightly move the camera, since it will be in sequence, Look, make sure that the starting and ending positions of the camera are the same. Once we complete this process, let's reopen the level blueprint as the next step. Let's add Create Level Sequence Player as a continuum node and select the sequence we created. When we start the scene, our background will play the sequence we created. It's time to add functions to our buttons. While the main menu git is open. You will see two options at top right Designer, which is the screen we have been using so far. And Graph, which is the classical but print interface. Let's switch to graph interface. You can dilate all the nodes you see. Let's start by selecting the Play button from the variable step on the left. We will click click from the details panel below. This will add a node to the graph that will be triggered when the button is clicked. After this node is triggered, we want our actor level to open. We will use the open level by object reference node. After adding the node and selecting the level, our first function is ready. Let's perform the same application for other buttons. Since we haven't created our cinematic level yet. We will leave the level section blank. We will change it after we prepare the level. When we click the Quality button, we want an additional section of the interface to open. Let's leave this part blank for now as well. Finally, let's add the Exit button here. We will use the quick game node. Now we can continue from the quality settings menu. Let's create a new vertical box for quality settings. And track its anchor points to the areas that will limit our box. Then let's zero out the offset values to set borders to their normal sizes. Now just like we did in the left menu, we also need to add buller and image tools to the background. Let's align their boundaries and offset values with the values of the vertical box. Make sure that our box and tools have the same boundaries. We don't want any problems when adding the opening Animation a small node. It is not necessary to adjust the boundaries of the image because Buller can accept one child. You can add the image as a child to the Buller. Change the z order to minus one for the biller. We will add our buttons in the same way as in the left menu. If you want, you can select and copy one of the buttons on the left, then paste it as a new child. When the newly created box is selected, we need a total of five buttons in this menu because Real has a total of five quality settings that we can change. Now let's open the animation tab in the bottom left and talk to tool bar to the layout Cl plus animation tab to create a new animation sequence. Ten, with quality box selected Clic plus trap button. Let's do the same for blur as well. These two tubes are now ready to prepare animations. You will remember creating key frames. The small markers next to the values you want to change are there for us to create key frames. You will find the values you want to use for the animation under the transform option, I think changing only the scale values will be enough. As you know the values effect based on the pot point. You can change the pot values to change the reference point. You can achieve the effect you see by changing the scale x value. That's shorten the timeline to 1 second. And add key frames to the beginning and end. It's important to change 0-1 If you leave the initial value as one, the menu will appear open. Let's do the same for the blur and switch to the graph tap. We will use the play animation node to play our animation. Our animation will be hidden under variables. Animation on the left. We will drag it and connect it to the L and animation input. As in the previous section, like we did with the door, we need a volume to check if the menu is open or not. Let's create it under variables and name it Quality Box Status. We will add get quality box status to the graph and separate its status with the branch command. If the status is true, we will play the animation in reverse. If it's false we will play it normally. To play it in reverse, we need to copy the animation node and change the play mode to reverse. Let's make the necessary connections and link the set quality box status nodes. At the end of the series we play forward. Let's change the status value true for the other. Let's change it to false. Now we can test. It's working fine. It is time to add functionality to our settings buttons. Let's call the on clicked trigger for all our quality buttons. What we are going to do is very simple. We will solve it with a single console command. Let's add the execute console command node in the command field type scalability followed by a space to value you enter after the space will vary. 1-51 represents the lowest settings, while five represents cinematic quality settings. You can also access these settings via the V part. Clicking on the settings in the top right corner, we'll bring up engine scalability settings, where we can adjust the settings. We can lower the quality from here to navigate faster while working. However, I prefer to keep the image quality high because we can see what we will achieve in the final product. Copy this setting for all buttons and adjust to value. Our many interface will be ready. Now we can turn back to our cinematic button. Let's create a new empty level To start, let's open our level. Import the cinematic and music from the class assets folder. The reason we import the music separately is because real separates the image and sound when we're playing that. Now what we are going to basically do is turn the sinematic into a material and display it through a new Widgit. To convert the cinematic into a material, right click, Add a media player from the media tab. Take the box that appears and click okay. Select the video from the many below. And when you save it, a new texture will be created in the same directory. Right click on the texture, Select Create, Material and Red. Now we will create the Widgit to display it. Similarly, right click Add Git Blueprint on the user interface. Open Widgit. The tools we need are canvas and image. After adding the canvas, direct the image onto it and select the option to cover the entire screen from the anchors. Then we need to set the offset values to zero. To fill the screen, select the newly created material. From the image, you will see a red warning below Clicon, change material domain and open the material, connect the RGV data to the final color. With this, we have opened the video but not played it yet. To play the video, let's switch to the graph tab and we can delete all nodes except event construct. We will add a new variable from the variable stab. This variable should be of type media player object reference. Let's add our variable to the graph as a get node and connected to open source node with an extension. Select our cinematic from the media source and connected to play Sound two D. As you might guess, we will use the cinematic Music here. If you want to close our cinematic early, we might want to assign a key for it to. But you may remember we restricted the input mode for UI. Let's change this by adding the set input mode to game and UI. Note next, let's also connect to the Get player controller node. And this series is complete. We can prepare our button sequence below. Let's right click and search for escape. And add it connected to the open level by object reference. Note next we can select R main menu for the level. The widget is ready, but it won't appear on the screen when our level starts. We will fix this by editing the level blueprint. Let's connect the create widget node to event begin play and select the widget we created, then connect at the port node. The video won't play because we missed a tie thing. Let's select this cinematic media player from the movie variable we created in the widget graph. This time, I promise it will be done when play it, our video will be displayed. Now we can go back to our main main widget and finally complete our empty cinematic button. We can leave it here, but just in case you want to return from the water level to the main menu, I will add one more escape K binding. First, let's open our water level than the level blueprint. Connect a set input game mode node to event pig and play again. Remember to connect to get player controller. Now let's add the escape key to the graph and connect it to the open level by object reference node. Again, choose the main menu level. And in this section, we learned how to design a simple, yet professional looking menu. Additionally, we provided functionality to this menu. Furthermore, we examined how to play videos imported from external sources. In real, if you have any questions, feel free to reach out to me on the discord server. I will do my best to answer them. Wishing you all happy and healthy days. 12. Packaging: Hello friends. Welcome to the final chapter of our Architectural Visualization course, IMOs. In this section, we will package our project and it will be quite short. Let's get started to package our project. We need to have Microsoft Visual Studio installed on our computer. Let's search for Visual Studio on Google and go to the first page. Click on the Free Visual Studio at the top and download it to start the installzation process. The option we will select here will be Universal Windows Platform Development. Click on it and check the Windows version you have for SDkey from the details on the right. Then also select the C Plus Plus game development option. In the lower section, check the Unreal Engine installer from the details panel and clickon Install. After the installization process is complete, we will need to restart our computer. Once we have restarted, we can open our project. Now let's switch to the Project Settings menu from the top Edit menu. First I will talk about the description section. Under this option, we enter data such as the name of the project version, copyright, et cetera. Take a look. This part is quite simple. Then let's move on to the maps and modes menu. Let's change the editor start up and game default maps to our main menu. This way our menu will be displayed first when the game is opened. The packaging menu is currently the most important menu. If you don't know what you are doing, I recommend not to mess with it too much. The only option we will change is the build configuration. We will change this option to shipping. This change will greatly assist in compressing the project. You can save up to about 80% of space in the supported platforms menu. I disable all platforms except Windows. If you plan to use any other platform, check it here, otherwise it won't work. Then slide the Bart to Platform menu and determine how the program will run on the target platforms. Here I decided to change only the game splash and game icon images. Other settings are not imported for new. Additionally, there is a situation we may encounter during the packaging process if you have changed the folders of some items while working. This warning may appear to prevent this, right? Clicon content and select fix up redirectors. Then we are ready to package Clicon platforms in the top menu and select Package Projects from the target platform. Choose a folder where you want it to be packaged and process. That's it. We will leave the rest of computer. This process can take hours, depending on the size of your project. Then you can open your project and enjoy it. This was the final section of our architectural visualization course. If you have any questions, feel free to reach out to me. As always, I wish you all happy and healthy days.