Today we learnd about the use of Movie Render Queue.







Today we learnd about the use of Movie Render Queue.
This week, I continued to advance my project by refining the characters in my scene, unwrapping the UVs, and applying textures. After that, I performed the binding and weight painting.
Directional Light
Simulates sunlight or other distant light sources, emitting parallel light rays. Suitable for outdoor scenes.
Can influence the entire scene and allows for shadow settings and light color adjustments. Light intensity and color can be changed according to time to simulate day-night cycles.
Point Light
Emits light in all directions from a point, similar to a bulb or torch. Light intensity decreases with distance.
Commonly used for indoor or localized lighting. Supports shadow casting and color settings.
The skeletal system consists of multiple bones, with each bone representing a joint or limb part. The bones are arranged in a hierarchical structure, where parent-child relationships determine the synchronization of movement and deformation.
9 Tips for Shooting Body Mechanics Reference
This week I continued to modify my walking animation, it is now smoother
This week we mainly learned about the shattering effect.
First, when creating the shattering effect, we can use remesh to increase the polygon count of the model.
Next, we use the shatter command, followed by the Generate Polygroup command, and then we use the Select Tris command.
Finally, we separate the shattered faces and convert them into a mesh.
Today we learned how to add texture maps to the material sphere
We can drag the material textures from the fab, which include three maps: the color map, the ORDP map, and the normal map.
The TexCoord node can modify the UV scaling.
By adding a parameter node, we can convert it into a smart parameter for easier modification.
Using the blend material node can help me mix materials.
The Virtual Production Sequencer in Unreal Engine is a powerful tool designed for creating, editing, and managing animation sequences in real-time environments, particularly for film, television, and virtual production projects.
It features an intuitive timeline interface that allows users to synchronize and manage multiple elements, such as character animations, camera movements, and effects, with precision.
To build a world in Unreal Engine 5, I first create a new level, and then go to Window > Environment Light Mixer to add all the sky light and atmosphere into the scene.
The Directional Light is used to adjust the lighting for different times of day by changing its rotation and intensity.
To create an emissive material, I create a new material, multiply a color with a parameter, and set the parameter’s Default Value to 1.
Using FABis a great way to quickly populate a world. There are two methods to add objects to the scene: downloading and dragging them directly. Additionally, I can use Tools > Merge Actors to combine multiple objects and save the new one into a folder.
To manage the landscape, I can open Window > Layers / World Settings / World Partition > World Partition Editor / Levels for easier access to my landscape settings.
I can also create a new landscape by entering Landscape Mode and sculpting the terrain as needed.