Unreal Engine 4 Shaders and Effects Cookbook :: Over 70 Recipes for Mastering Post-Processing Effects and Advanced Shading Techniques /
Unreal Shaders and Effects Cookbook is the first of its kind to bring you the secrets of creating Shaders for Unreal. This book guides you through the process of creating almost any conceivable material while understanding at the same time what happens under the hood - from the PBR workflow to using...
Gespeichert in:
1. Verfasser: | |
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Weitere Verfasser: | |
Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Birmingham, UK :
Packt Publishing, Limited,
2019.
|
Schlagworte: | |
Online-Zugang: | DE-862 DE-863 |
Zusammenfassung: | Unreal Shaders and Effects Cookbook is the first of its kind to bring you the secrets of creating Shaders for Unreal. This book guides you through the process of creating almost any conceivable material while understanding at the same time what happens under the hood - from the PBR workflow to using many of the very useful nodes Unreal includes. |
Beschreibung: | Getting ready |
Beschreibung: | 1 online resource (518 pages) |
ISBN: | 1789533368 9781789533361 |
Internformat
MARC
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245 | 1 | 0 | |a Unreal Engine 4 Shaders and Effects Cookbook : |b Over 70 Recipes for Mastering Post-Processing Effects and Advanced Shading Techniques / |c Brais Brenlla Ramos, John P. Doran. |
246 | 3 | |a Unreal engine four shaders and effects cookbook | |
260 | |a Birmingham, UK : |b Packt Publishing, Limited, |c 2019. | ||
300 | |a 1 online resource (518 pages) | ||
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588 | 0 | |a Print version record. | |
505 | 0 | |a Cover; Title Page; Copyright and Credits; About Packt; Contributors; Table of Contents; Preface; Chapter 1: Physically Based Rendering; Introduction; Setting up a studio scene; Getting ready; How to do it ... ; How it works ... ; Working inside the material editor; Getting ready; How to do it ... ; How it works ... ; Our first physically based material; Getting ready; How to do it ... ; How it works ... ; Creating some simple glass with the translucent blend mode; Getting ready; How to do it ... ; How it works ... ; Lighting our scene with image-based lighting; Getting ready; How to do it ... ; How it works ... | |
505 | 8 | |a Checking the cost of our materialsGetting ready; How to do it ... ; How it works ... ; Chapter 2: Post-Processing Effects; Introduction; Using a post-process volume; Getting ready; How to do it ... ; How it works ... ; See also; Changing the mood of a scene through color grading; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Setting up a cinematic shot using depth of field; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Applying cinematic effects to our games; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also | |
505 | 8 | |a Mimicking a real-life camera using Bloom and Lens FlaresGetting ready; How to do it ... ; How it works ... ; There's more ... ; See also; A horror movie pulsating effect with post process materials; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Adjusting anti aliasing and other rendering features; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Chapter 3: Opaque Materials and Texture Mapping; Introduction; Using masks within a material; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Instancing a material | |
505 | 8 | |a Getting readyHow to do it ... ; How it works ... ; There's more ... ; See also; Texturing a small prop; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; A plastic cloth using Fresnel and detail texturing; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Creating a semi procedural material; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Baking out a material; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Distance-based texture blending; Getting ready; How to do it ... ; How it works ... | |
505 | 8 | |a There's more ... See also; Chapter 4: Translucent Materials and More; Introduction; Creating a candle material with SSS; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Setting up a truly transparent glass; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; A different type of translucency -- holograms; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Achieving realistic reflections; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Mastering refraction by creating a pool water material | |
500 | |a Getting ready | ||
520 | |a Unreal Shaders and Effects Cookbook is the first of its kind to bring you the secrets of creating Shaders for Unreal. This book guides you through the process of creating almost any conceivable material while understanding at the same time what happens under the hood - from the PBR workflow to using many of the very useful nodes Unreal includes. | ||
650 | 0 | |a Video games |x Programming. |0 http://id.loc.gov/authorities/subjects/sh95003476 | |
650 | 0 | |a Video games |x Development. | |
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650 | 7 | |a Computers |x Computer Simulation. |2 bisacsh | |
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650 | 7 | |a Computer Graphics. |2 bisacsh/2013 | |
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Datensatz im Suchindex
DE-BY-FWS_katkey | ZDB-4-EBA-on1103220886 |
---|---|
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adam_text | |
any_adam_object | |
author | Brenlla Ramos, Brais |
author2 | Doran, John P. |
author2_role | |
author2_variant | j p d jp jpd |
author_facet | Brenlla Ramos, Brais Doran, John P. |
author_role | |
author_sort | Brenlla Ramos, Brais |
author_variant | r b b rb rbb |
building | Verbundindex |
bvnumber | localFWS |
callnumber-first | Q - Science |
callnumber-label | QA76 |
callnumber-raw | QA76.76.C672 |
callnumber-search | QA76.76.C672 |
callnumber-sort | QA 276.76 C672 |
callnumber-subject | QA - Mathematics |
collection | ZDB-4-EBA |
contents | Cover; Title Page; Copyright and Credits; About Packt; Contributors; Table of Contents; Preface; Chapter 1: Physically Based Rendering; Introduction; Setting up a studio scene; Getting ready; How to do it ... ; How it works ... ; Working inside the material editor; Getting ready; How to do it ... ; How it works ... ; Our first physically based material; Getting ready; How to do it ... ; How it works ... ; Creating some simple glass with the translucent blend mode; Getting ready; How to do it ... ; How it works ... ; Lighting our scene with image-based lighting; Getting ready; How to do it ... ; How it works ... Checking the cost of our materialsGetting ready; How to do it ... ; How it works ... ; Chapter 2: Post-Processing Effects; Introduction; Using a post-process volume; Getting ready; How to do it ... ; How it works ... ; See also; Changing the mood of a scene through color grading; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Setting up a cinematic shot using depth of field; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Applying cinematic effects to our games; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also Mimicking a real-life camera using Bloom and Lens FlaresGetting ready; How to do it ... ; How it works ... ; There's more ... ; See also; A horror movie pulsating effect with post process materials; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Adjusting anti aliasing and other rendering features; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Chapter 3: Opaque Materials and Texture Mapping; Introduction; Using masks within a material; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Instancing a material Getting readyHow to do it ... ; How it works ... ; There's more ... ; See also; Texturing a small prop; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; A plastic cloth using Fresnel and detail texturing; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Creating a semi procedural material; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Baking out a material; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Distance-based texture blending; Getting ready; How to do it ... ; How it works ... There's more ... See also; Chapter 4: Translucent Materials and More; Introduction; Creating a candle material with SSS; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Setting up a truly transparent glass; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; A different type of translucency -- holograms; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Achieving realistic reflections; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Mastering refraction by creating a pool water material |
ctrlnum | (OCoLC)1103220886 |
dewey-full | 794.81535 |
dewey-hundreds | 700 - The arts |
dewey-ones | 794 - Indoor games of skill |
dewey-raw | 794.81535 |
dewey-search | 794.81535 |
dewey-sort | 3794.81535 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Sport |
format | Electronic eBook |
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genre_facet | Electronic books. |
id | ZDB-4-EBA-on1103220886 |
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institution | BVB |
isbn | 1789533368 9781789533361 |
language | English |
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owner | MAIN DE-862 DE-BY-FWS DE-863 DE-BY-FWS |
owner_facet | MAIN DE-862 DE-BY-FWS DE-863 DE-BY-FWS |
physical | 1 online resource (518 pages) |
psigel | ZDB-4-EBA FWS_PDA_EBA ZDB-4-EBA |
publishDate | 2019 |
publishDateSearch | 2019 |
publishDateSort | 2019 |
publisher | Packt Publishing, Limited, |
record_format | marc |
spelling | Brenlla Ramos, Brais. Unreal Engine 4 Shaders and Effects Cookbook : Over 70 Recipes for Mastering Post-Processing Effects and Advanced Shading Techniques / Brais Brenlla Ramos, John P. Doran. Unreal engine four shaders and effects cookbook Birmingham, UK : Packt Publishing, Limited, 2019. 1 online resource (518 pages) text txt rdacontent computer c rdamedia online resource cr rdacarrier Print version record. Cover; Title Page; Copyright and Credits; About Packt; Contributors; Table of Contents; Preface; Chapter 1: Physically Based Rendering; Introduction; Setting up a studio scene; Getting ready; How to do it ... ; How it works ... ; Working inside the material editor; Getting ready; How to do it ... ; How it works ... ; Our first physically based material; Getting ready; How to do it ... ; How it works ... ; Creating some simple glass with the translucent blend mode; Getting ready; How to do it ... ; How it works ... ; Lighting our scene with image-based lighting; Getting ready; How to do it ... ; How it works ... Checking the cost of our materialsGetting ready; How to do it ... ; How it works ... ; Chapter 2: Post-Processing Effects; Introduction; Using a post-process volume; Getting ready; How to do it ... ; How it works ... ; See also; Changing the mood of a scene through color grading; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Setting up a cinematic shot using depth of field; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Applying cinematic effects to our games; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also Mimicking a real-life camera using Bloom and Lens FlaresGetting ready; How to do it ... ; How it works ... ; There's more ... ; See also; A horror movie pulsating effect with post process materials; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Adjusting anti aliasing and other rendering features; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Chapter 3: Opaque Materials and Texture Mapping; Introduction; Using masks within a material; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Instancing a material Getting readyHow to do it ... ; How it works ... ; There's more ... ; See also; Texturing a small prop; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; A plastic cloth using Fresnel and detail texturing; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Creating a semi procedural material; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Baking out a material; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Distance-based texture blending; Getting ready; How to do it ... ; How it works ... There's more ... See also; Chapter 4: Translucent Materials and More; Introduction; Creating a candle material with SSS; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Setting up a truly transparent glass; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; A different type of translucency -- holograms; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Achieving realistic reflections; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Mastering refraction by creating a pool water material Getting ready Unreal Shaders and Effects Cookbook is the first of its kind to bring you the secrets of creating Shaders for Unreal. This book guides you through the process of creating almost any conceivable material while understanding at the same time what happens under the hood - from the PBR workflow to using many of the very useful nodes Unreal includes. Video games Programming. http://id.loc.gov/authorities/subjects/sh95003476 Video games Development. Jeux vidéo Programmation. Programming & scripting languages: general. bicssc Computer modelling & simulation. bicssc Graphical & digital media applications. bicssc Computers Programming Languages C. bisacsh Computers Computer Simulation. bisacsh Computers Computer Graphics. bisacsh Computer Graphics. bisacsh/2013 COMPUTERS. bisacsh/2013 C++ bisacsh/2013 Programming Languages. bisacsh/2013 Computer Simulation. bisacsh/2013 Video games Programming fast Electronic books. Doran, John P. has work: Unreal Engine 4 shaders and effects cookbook (Text) https://id.oclc.org/worldcat/entity/E39PCGmFwCm6JctvjvxqWKvYCP https://id.oclc.org/worldcat/ontology/hasWork Print version: Brenlla Ramos, Brais. Unreal Engine 4 Shaders and Effects Cookbook : Over 70 Recipes for Mastering Post-Processing Effects and Advanced Shading Techniques. Birmingham : Packt Publishing, Limited, ©2019 9781789538540 |
spellingShingle | Brenlla Ramos, Brais Unreal Engine 4 Shaders and Effects Cookbook : Over 70 Recipes for Mastering Post-Processing Effects and Advanced Shading Techniques / Cover; Title Page; Copyright and Credits; About Packt; Contributors; Table of Contents; Preface; Chapter 1: Physically Based Rendering; Introduction; Setting up a studio scene; Getting ready; How to do it ... ; How it works ... ; Working inside the material editor; Getting ready; How to do it ... ; How it works ... ; Our first physically based material; Getting ready; How to do it ... ; How it works ... ; Creating some simple glass with the translucent blend mode; Getting ready; How to do it ... ; How it works ... ; Lighting our scene with image-based lighting; Getting ready; How to do it ... ; How it works ... Checking the cost of our materialsGetting ready; How to do it ... ; How it works ... ; Chapter 2: Post-Processing Effects; Introduction; Using a post-process volume; Getting ready; How to do it ... ; How it works ... ; See also; Changing the mood of a scene through color grading; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Setting up a cinematic shot using depth of field; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Applying cinematic effects to our games; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also Mimicking a real-life camera using Bloom and Lens FlaresGetting ready; How to do it ... ; How it works ... ; There's more ... ; See also; A horror movie pulsating effect with post process materials; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Adjusting anti aliasing and other rendering features; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Chapter 3: Opaque Materials and Texture Mapping; Introduction; Using masks within a material; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Instancing a material Getting readyHow to do it ... ; How it works ... ; There's more ... ; See also; Texturing a small prop; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; A plastic cloth using Fresnel and detail texturing; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Creating a semi procedural material; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Baking out a material; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Distance-based texture blending; Getting ready; How to do it ... ; How it works ... There's more ... See also; Chapter 4: Translucent Materials and More; Introduction; Creating a candle material with SSS; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Setting up a truly transparent glass; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; A different type of translucency -- holograms; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Achieving realistic reflections; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Mastering refraction by creating a pool water material Video games Programming. http://id.loc.gov/authorities/subjects/sh95003476 Video games Development. Jeux vidéo Programmation. Programming & scripting languages: general. bicssc Computer modelling & simulation. bicssc Graphical & digital media applications. bicssc Computers Programming Languages C. bisacsh Computers Computer Simulation. bisacsh Computers Computer Graphics. bisacsh Computer Graphics. bisacsh/2013 COMPUTERS. bisacsh/2013 C++ bisacsh/2013 Programming Languages. bisacsh/2013 Computer Simulation. bisacsh/2013 Video games Programming fast |
subject_GND | http://id.loc.gov/authorities/subjects/sh95003476 |
title | Unreal Engine 4 Shaders and Effects Cookbook : Over 70 Recipes for Mastering Post-Processing Effects and Advanced Shading Techniques / |
title_alt | Unreal engine four shaders and effects cookbook |
title_auth | Unreal Engine 4 Shaders and Effects Cookbook : Over 70 Recipes for Mastering Post-Processing Effects and Advanced Shading Techniques / |
title_exact_search | Unreal Engine 4 Shaders and Effects Cookbook : Over 70 Recipes for Mastering Post-Processing Effects and Advanced Shading Techniques / |
title_full | Unreal Engine 4 Shaders and Effects Cookbook : Over 70 Recipes for Mastering Post-Processing Effects and Advanced Shading Techniques / Brais Brenlla Ramos, John P. Doran. |
title_fullStr | Unreal Engine 4 Shaders and Effects Cookbook : Over 70 Recipes for Mastering Post-Processing Effects and Advanced Shading Techniques / Brais Brenlla Ramos, John P. Doran. |
title_full_unstemmed | Unreal Engine 4 Shaders and Effects Cookbook : Over 70 Recipes for Mastering Post-Processing Effects and Advanced Shading Techniques / Brais Brenlla Ramos, John P. Doran. |
title_short | Unreal Engine 4 Shaders and Effects Cookbook : |
title_sort | unreal engine 4 shaders and effects cookbook over 70 recipes for mastering post processing effects and advanced shading techniques |
title_sub | Over 70 Recipes for Mastering Post-Processing Effects and Advanced Shading Techniques / |
topic | Video games Programming. http://id.loc.gov/authorities/subjects/sh95003476 Video games Development. Jeux vidéo Programmation. Programming & scripting languages: general. bicssc Computer modelling & simulation. bicssc Graphical & digital media applications. bicssc Computers Programming Languages C. bisacsh Computers Computer Simulation. bisacsh Computers Computer Graphics. bisacsh Computer Graphics. bisacsh/2013 COMPUTERS. bisacsh/2013 C++ bisacsh/2013 Programming Languages. bisacsh/2013 Computer Simulation. bisacsh/2013 Video games Programming fast |
topic_facet | Video games Programming. Video games Development. Jeux vidéo Programmation. Programming & scripting languages: general. Computer modelling & simulation. Graphical & digital media applications. Computers Programming Languages C. Computers Computer Simulation. Computers Computer Graphics. Computer Graphics. COMPUTERS. C++ Programming Languages. Computer Simulation. Video games Programming Electronic books. |
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