# Unreal Engine

##

| **Item**                      | Links                                        |
| ----------------------------- | -------------------------------------------- |
| **Documentation / Tutorials** | <ul><li>​</li></ul><p>​</p>                  |
| **Industry / Case-studies**   | <ul><li>​</li></ul>                          |
| **Books**                     | <ul><li>​</li></ul>                          |
| **Papers**                    | <p>​</p><ul><li><strong>​</strong></li></ul> |

## ​Notes

1. **Optimization**
   * figure out what to model and what to simulate (geo vs texture)
2. **Texturing**&#x20;

   * Real-world scaling

   * **Bitmaps**
     * Original&#x20;
     * Base Color&#x20;
     * Normal&#x20;
     * Roughness
     * Metallic&#x20;
     * AO

   * Quixel / Photoshop /&#x20;

   * **Bitmap2Material**
     * Use your photos to make bitmaps

   * **Substance Designer**
     * Seamless tiling&#x20;
     * Node-based

   * **Substance plugin (download via MarketPlace)**
     * sbsar files&#x20;
     * <https://source.substance3d.com/>
     * **in SBS file > Sepcific Parameters >  Expose Parameters**

   * **Create a new material  (node base)**
     * Add bitmaps from content browser: drag & drop into `Material Editor`
     * `TextureCoodinate` — UV tiling into Bitmaps
     * `blend`
     * `staticSwitch`
     * `3pointsLevels`
     * Description functionality
     * Convert to parameter
     * **Hotkey**&#x20;
       * **C —** create a frame to organize nodes
       * **3** — create RGB
       * **hold 1** — Create a constant value
     *

   * Child material&#x20;

## Cinematics&#x20;

* Navigation
  * wasd keys
* Sequencer
  * Linear editor
  * Change static mesh and state
* Camera Rig Rail
  * Easily create motion path for cameras
* Cine Camera Actor
  * Digital Film&#x20;
* Crane&#x20;
* **Master Sequence**
  * Possess-able cameras- Exist in level (camera-centric projects)
  * Spawn-able cameras - only exist in sequence
  * New track
    * Add camera > Animate via parameter panel

New Motion Design syllabus (real-time)

* Real-time,&#x20;
* Otimized workflow (all stages can be worked on at the same time)
  * Model
  * Texturing
  * Animation
  * Editing & compositing
* Team: a texturer, animator, compositor, director, project manager

## Questions:

1. **Cinematic**
   1. How to view through camera ?
2. **Texturing**
   1. How to texture HDA in unreal
   2. Subsurface scattering
   3. Emissive and glow materials
3. **Integration**
   1. How to get Houdini Engine in Unreal&#x20;
   2. Getting dynamics and simulations into Unreal


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