Pundalay CG Academy

Course Offered

VR using Unreal Engine 5 for Architects

60

Lessons

English

Language

Any CAD S/W

Prerequisites

Overview

Learn Unreal Engine and create Architectural Visualization in terms of Photorealistic Images, Linear Walkthrough, Interactive Presentations and VR Deployment. What will you learn: Change a material of an object Turn lights on / off or manage their brightness Have audio effects to go along Display text information on specific objects if in the line of gaze Open doors Draw or set curtains Sun control Wind driven Landscape / Foliage Realistic water Using HTC Vive to control movement in an immersive environment, toggling light switches, door movements and more
Chapter 1 - Introduction to Twinmotion for creating the fast output
  • Importing CAD agnostic files and arranging the data in outliner
  • Applying PBR materials using Quixel Megascans
  • Using Animated Characters and Objects to quickly fill up non-CAD scene information
  • Create breath-taking landscape and foliage in a matter of minutes
  • Lighting
  • Rendering output for Images or Video, Phase wise build-up and more
  • Creating a new Project
    • Project Templates
    • Project Settings (Simple & Advanced)
    • Saving a project
    • Understand the Level Editor interface
      • Menu bar, Level Editor toolbar, Modes panel, Content Browser panel, Viewport panel, World Outliner panel, Details panel
      • Navigate a Level in the Viewport
      • Playtest a Level
  • Understanding Project File structure
  • Importing, Naming conventions, Assigning materials, checking UV orientation
  • Importing Twinmotion project into Unreal Engine
  • Importing assets using Datasmith and Visual Dataprep system
  • Assets created in Unreal Engine
  • Migrating Assets
  • Understanding Cartesian Coordinates and Pivot points
  • Manual & Interactive Move, Scale, Rotate for World and Local system
  • Grid units and snapping
  • World Outliner \ Layers
  • Modelling Tools for quick edits
  • Creating materials
  • Material Editor Interface
  • Texture Editor
  • Using PBR materials using Quixel Megascans
  • Creating Material Parameters
  • Creating Material Parameter Collections
  • Terminologies
  • Types of Light
  • Light properties
  • Mobility settings
  • Building Light
  • HDRI Backdrop
  • Default and new levels
  • Exponential Height Fog Actor, Post Process Volume, Sun Sky Settings, Environment Light Mixer
  • Reflection Capture Actors
  • Lightmass Importance Volume, Volumetric Lightmaps
  • Project Settings (Maps & Modes)
  • Ray Tracing
  • Landscape tools
  • Landscape materials
  • Painting Foliage
  • Import Geospatial Data
  • Project Physics Settings
  • Physics terms, Actors, Assets
  • Collision settings 
  • Particle system Asset
  • Emitter actor
  • Niagara Editor interface
  • Particle Distribution
  • Materials for Particles
  • Import Sound files
  • Sound Actor
  • Sound Cues
  • Audio Volumes and reverb assets
  • Creating Level Sequencer
  • Sequencer Editor Interface
  • Assets and Actors
  • Navigating the Tracks
  • Animating Camera
  • Creating Level
  • Turn lights on / off or manage their brightness
  • Change a material of an object
  • Have audio effects to go along
  • Display text information on specific objects if in the line of gaze
  • Open doors
  • Draw or set curtains
  • Sun control
  • Control Wind driven Landscape / Foliage
  • Sequencer
  • Sequencer Editor Interface
  • Assets and Actors
  • Navigating the Tracks
  • Animating Camera
  • Editor Utility Widget
  • Designer palette
  • Related Event Graph
  • Configure Output for Windows
  • Performance Optimisation
  • Use a configurator
  • Static Lighting & Baking lights
  • Material modifications
  • Project setting changes
  • Adding controller inputs
  • Navigation Volumes
  • Blueprints for VR
  • Tele-portations
  • Audio
  • Packaging