Wednesday, June 4, 2025

02 Exploring Create Menu Options in Modeling mode of Unreal Engine 5.6


Unreal Engine 5.6 Official Release

  • 5.6 moved from preview to official release.

  • Must install with:

    • Starter Content

    • Templates

    • Engine Source

    • MetaHuman Core Data

  • Optional to skip debug symbols to save space.


๐Ÿ”น Continuing from Previous Session

  • Reopened modeling_practice level.

  • Ensured models are saved to My_Created_Models folder (updated project settings).


๐Ÿ”น Modeling Tools – “Create” Menu Exploration

๐Ÿงฑ Box

  • Can set width, depth, height in cm.

  • Subdivision affects mesh smoothness (more subdivisions = more polygons).

  • Wireframe view helps visualize subdivisions.

  • More subdivisions = smoother deformation but heavier GPU load.


Sphere

  • Static, Dynamic, or Volume types.

  • Subdivision types:

    • Box: Uniform mesh.

    • Latitude/Longitude: Poles form triads (less uniform).


๐Ÿฅซ Cylinder

  • Radius, height, radial slices (define circular smoothness), and height subdivisions.

  • Radial slice = number of circular segments.


๐Ÿงข Capsule

  • Cylinder with hemispherical ends.

  • Adjustable:

    • Radius

    • Cylinder length

    • Hemisphere slices

    • Cylinder subdivisions


๐Ÿ”บ Cone

  • Adjustable radius, height, and segment detail.

  • Used for simple pointed shapes.


๐Ÿฉ Torus

  • Donut-shaped geometry.

  • Control:

    • Major radius (overall size)

    • Minor radius (ring thickness)


➡️ Arrow

  • Customize shaft and head dimensions, radial segments, and slice count.


๐Ÿ“ Rectangle, Disc, and Polygon Shapes

  • Rectangles: Width, height, subdivisions.

  • Disc: Change radial slice to convert to triangle, square, hexagon, etc.


๐Ÿชœ Stairs

  • Types: Linear, Floating, Curved, Spiral.

  • Adjustable step count, dimensions, curve radius, and angle.


๐Ÿงฑ Cube Grid Tool

  • Used to build structures like gates by snapping 3D blocks.

  • Press E to extrude up, Q to inset or carve, Z to enable vertex edit.

  • Shift+E moves extrusions without connecting.


๐Ÿ“ Extrude Polygon Tool

  • Modes: Freehand, Circle, Square, Rectangle, Rounded Rectangle, Ring.

  • Create 2D shape → Extrude into 3D geometry.

  • Example: custom building base, ring shapes.


๐Ÿ›ค️ Extrude Path Tool

  • Draw 2D paths and extrude into 3D forms (like beams, trims).


๐ŸŒ€ Revolve Path Tool

  • Draw shape and revolve around an axis.

  • Create vases, pillars, cylindrical decorative elements.


๐ŸŽข Draw Spline + Mesh/Revolve

  • Draw spline in 2D.

  • Use Revolve Spline for radial extrusion (lofting).

  • Use Mesh Spline to convert closed splines into mesh geometry.


๐Ÿ”š Conclusion

  • All Create tools in the Modeling Mode explored.

  • Next session will cover:

    • Transform (XForm)

    • Deform (DForm) tools to modify created shapes.

Tuesday, June 3, 2025

01 Modeling Basics: Triads and Polygroups in Unreal Engine 5 6


Introduction to Asset Creation in Unreal Engine

  • Transition from using pre-built assets to creating custom assets within Unreal Engine using modeling tools.

๐Ÿ”น Basics of 3D Modeling

  • Vertex: A point in 3D space.
  • Edge: A line connecting two vertices.
  • Face: A surface formed by three or more edges.
    • Triad: Face with 3 vertices (triangle).
    • Quad: Face with 4 vertices (rectangle).
    • N-gon: Face with more than 4 vertices.

๐Ÿ”น 3D Modeling in Unreal Engine

  • Unreal Engine uses real-time rendering, unlike offline rendering in software like Blender or Maya.
  • All models are internally converted to triangles (triads) in Unreal for performance.

๐Ÿ”น Project Setup

  • Download assets: houseplan_images.zip and SathvikOffice.zip.
  • Set up a new Unreal Engine project and level named modeling_practice.
  • Save new models to a folder called "my_created_models" for persistent use across levels.

๐Ÿ”น Enabling Modeling Tools

  • Enable plugins:
    • Modeling Tools Editor Mode
    • Static Mesh Editor Modeling Mode
  • Restart Unreal Engine after enabling.

๐Ÿ”น Using the Modeling Interface

  • Access Modeling Mode via Shift + 5.
  • Categories include Create, Transform, Deform, Model, UVs, Bake, etc.

๐Ÿ”น Primitive Modeling: Box Example

  • Options:
    • Static Mesh: Saved to disk, reusable.
    • Volume: Invisible mesh used for triggers or physics.
    • Dynamic Mesh: Exists only in current level, temporary.

๐Ÿ”น Understanding Units

  • Default Unreal units are in centimeters (1 meter = 100 cm, 1 foot = 30.48 cm).
  • Use Google or calculator to convert real-world sizes.

๐Ÿ”น Creating Site Area

  • Use box primitive with dimensions 12.19m x 18.28m (converted to cm).
  • Adjust thickness (e.g., 1 ft = 30.48 cm).
  • Save and rename mesh with Unreal naming convention: SM_SiteArea.

๐Ÿ”น Vertex, Edge, Face Selection Modes

  • Use icons to edit models at vertex, edge, or face level.
  • Wireframe and polygroup mode help visualize and group geometry more intuitively.

๐Ÿ”น Conclusion

  • This session covered the basics of 3D modeling using Unreal’s built-in tools.
  • Upcoming sessions will explore the full "Create" menu in depth and begin constructing the building step-by-step.

 


Saturday, May 31, 2025

21 D03_H03_04 Adding Bloom, Flare and Fog with realistic imperfections u...


Session 21 Summary – Final Touches, Post Process, Fog & Rendering


๐Ÿ”ง Project Setup

  • Downloaded and extracted camera settings - add files for imperfection render.zip

  • Replaced required .uasset, .umap, and sequence files in the appropriate Unreal project folders.

  • Set Module_7 as the default Editor & Game Map for startup.


๐ŸŽฅ Sequence Adjustments

  • Fixed focus issues manually on the CU_Tray camera using manual focus distance and keyframes.

  • Rearranged shots in the Sequencer for better narrative flow:

    • Started with crane shot → panning → trolley → closeups → zoom out.


๐ŸŽ›️ Post Process Enhancements

  • Added a Post Process Volume (PPV) to the level:

    • Set Infinite Extent (Unbound) for global effect

    • Adjusted Exposure settings manually for all cameras

    • Enabled Lumen lighting for realistic GI and reflections


๐Ÿ’ก Cinematic Effects Added

  • Bloom: Enhanced glow of bright lights

  • Lens Flare: Added subtle lens reflections for realism

  • Bokeh Size: Simulated real camera blur

  • Vignette: (optional) darkened edges of the frame

  • Image Sharpening: Enhanced overall crispness


๐ŸŽจ Color Grading (In-Engine)

  • Applied custom LUT created in DaVinci Resolve

  • Enabled LUT in Post Process > Misc > Color Grading Look

  • Manually controlled Shadow, Midtone, Highlight saturation to refine image directly inside Unreal


๐ŸŒซ️ Fog & Lighting Volumetrics

  • Added Exponential Height Fog to simulate atmospheric depth

  • Enabled Volumetric Fog and set proper scattering colors

  • Controlled Fog Density and spotlight Volumetric Scattering Intensity to get cinematic light shafts


๐ŸŽž️ Final Rendering Process

  • Two rendering options discussed: Movie Render Queue and Movie Capture

  • Enabled Movie Render Queue via Plugins

  • Configured:

    • Apple ProRes 422 Codec

    • Resolution: 1920x1080, Framerate: 24 fps

    • Saved render as a reusable Preset

  • Fixed missing object bindings in some shots before final rendering


Session Outcome

  • Completed final cinematic render with:

    • Shot sequencing

    • Color grading

    • Post effects

    • Volumetric fog

    • Full resolution output via Movie Render Queue


๐Ÿ Wrap-up

Completed a full one-shot cinematic short film using only Unreal Engine’s native camera, lighting, and post tools — marking the conclusion of the introductory 21-session Unreal Filmmaking series.

Next chapter: Modeling and asset creation in Unreal Engine

Friday, May 30, 2025

20 D04_H03_03 Adding HDRI Backdrop Light and Color Grading using LUTs in...


Session 20 Summary – Color Grading & LUTs in Unreal Engine

๐Ÿ”น Understanding Gamma & Color Science

  • Linear RGB: How camera sensors capture light — brightness is directly proportional to light intensity.

  • sRGB: How human vision perceives light — more sensitive to shadows and midtones.

  • Gamma Curve: Used to convert linear RGB to sRGB for realistic display on screens.

  • 18% Gray Concept: Human eye perceives mid-gray at ~18% intensity, not 50%.


๐ŸŽจ Creating a D-Log Look in Unreal

  • D-Log: A flat, low-contrast image format used for capturing max color detail (like in RAW photography).

  • In Unreal:

    • Use Post Process Volume > Film settings.

    • Set Toe and Shoulder values to 0 to simulate a D-Log image.


๐Ÿ–ผ️ HDRI Backdrop for Environment Lighting

  • HDRI images used to simulate realistic environments (like city streets or forests).

  • HDRI adds ambient light and reflections to the 3D scene, mimicking real-world locations.


๐Ÿงช Color Grading Workflow with DaVinci Resolve

  1. Export High-Resolution Screenshot from Unreal (via console or capture tools).

  2. Open DaVinci Resolve, import:

    • Unreal scene screenshot

    • LUT reference image (RGB 16x1)

  3. Apply color corrections using:

    • Curves (Toe, Slope, Shoulder)

    • Temperature, Tint, RGB channel tweaks

  4. Transfer the color grade to the reference LUT image.


๐Ÿ“ Generating and Importing the LUT

  • Export the graded LUT image (PNG) from DaVinci.

  • Import into Unreal Engine under a LUTs folder.

  • Set Texture properties:

    • Mip Maps: Disable

    • Texture Group: Set to Color Lookup Table

  • Save and close.


๐ŸŽฅ Applying LUT in Unreal Engine

  • In Post Process Volume, go to:

    • Misc > Color Grading LUT

    • Select the imported LUT texture.

  • Repeat for all cameras (Rig1, Rig2, etc.).

  • Ensure Toe and Shoulder are set to 0 for consistent D-Log base.


Key Outcomes of the Session

  • Understood the theory of Gamma, Linear RGB, and sRGB.

  • Applied D-Log look to Unreal shots using Film settings.

  • Color graded in DaVinci Resolve using LUTs and curves.

  • Imported custom .PNG LUT into Unreal and applied across all cameras

Thursday, May 29, 2025

19_D04_H03_02 Camera Shakes in Unreal Engine5.6


Session 19 Summary: Camera Shake with Blueprints in Unreal Engine 5.6

๐Ÿงฐ Project Setup

  • Downloaded camera settings add files for camerashakes.zip from Patreon.
  • Extracted and placed files in:
    • Maps/Main → module_7.umap
    • Sequences/Main → module_7.asset
    • Sequences → camera_rig_shots folder
  • Opened camera_settings project in Unreal Engine 5.6 and loaded camera_rig_shots_root.

๐ŸŽฌ Creating the Handheld Camera Shots

  • Shot 5 (0050_01) was edited using two cameras:
    • cu_tray (focused on male character)
    • cu_zeva (focused on female character)
  • Animated both cameras using manual transform keyframes from:
    • 0–5s → camera panning movement on cu_tray
    • 5–10s → close-in shot on cu_zeva

๐ŸŽฅ Focus Target Setup

  • Used Focus Tracker Actors:
    • focus_tray moved to correct bone (tray_bone_1)
    • Enabled continuous focus during camera animation

๐ŸŽž️ Creating and Applying Camera Shake

Available Camera shakes

1.       Composite Camera Shake Pattern

2.       Perlin Noise Camera Shake Pattern

3.       Sequence Camera Shake Pattern

4.       Wave Oscillator Camera Shake Pattern

  • Created new Blueprint Class from CameraShakeBase:
    • Named my_own_camera_shake
    • Used Perlin Noise Shake Pattern
    • Set duration = -1 for infinite shake
  • Applied to cu_tray camera via the + Camera Shake track

๐ŸŒŠ Adding Alternate Shake Types

  • Duplicated my_own_camera_shake → my_own_camera_shake_2
    • Changed to Wave Oscillator Shake Pattern
  • Applied to cu_zeva camera with same infinite duration

๐Ÿ” Using Predefined Shake Blueprints

  • Used 5 pre-existing shakes:
    • Handheld_Subtle
    • Handheld_Mid
    • Others recompiled and saved
  • Replaced custom shakes with:
    • Handheld_Subtle on cu_tray
    • Handheld_Mid on cu_zeva
  • Added Crane_Shake to Shot 0040_01 for crane movement realism

๐Ÿ“Œ Key Learnings

  • Camera Shake is added via Blueprint Classes.
  • Blueprint exposes runtime properties like motion, focus, animations, etc.
  • Shakes can simulate real-world handheld imperfections or camera rig wobble.

๐Ÿ“ What’s Next

  • Next session will cover Color Grading and LUTs (Look-Up Tables) in Unreal Engine 5.6.

 


Wednesday, May 28, 2025

18_D04_H03_01 Right way to use Camera Cranes in Unreal Engine


Session 18 Summary: Camera Crane Rig in Unreal Engine 5.6

๐Ÿ”ง Setup and Shot Context

  • Opened the existing camera_settings project and loaded module_7.
  • Continued working within camera_rig_shot_root sequence.
  • Began editing Shot 0040_01—a cinematic crane shot moving from outside the house through the window to two seated characters.

๐Ÿ—️ Adding and Configuring the Camera Crane

  • Added Camera Rig Crane from CinematicCamera Rig Crane.
  • Named it rig_crane_4, placed into 08_camera_rigs folder.
  • Duplicated wide_camera, named it cinecam_crane, and parented it to the crane rig.
  • Reset camera’s transform (location and rotation) after parenting.

๐Ÿ•น️ Understanding Crane Controls

  • Pitch: Vertical tilt of the crane arm (animated from top-down angles).
  • Yaw: Horizontal pan/rotation of the entire crane.
  • Arm Length: Extends or retracts the crane’s boom to change the distance.
  • Crane Yaw Control (height adjustment): Moves the crane rig vertically.

๐Ÿ”’ Enabled Lock Mount Pitch/Yaw to sync camera motion with crane tilt and rotation.


๐ŸŽฌ Animating the Crane

  • Inserted keyframes at 0s, 5s, and 10s for:
    • Crane Pitch
    • Crane Yaw
    • Arm Length
    • Yaw Control Location
  • Created a 10-second animation where:
    • Crane starts high and outside the window.
    • Moves inward to focus on characters.
    • Arm extends, camera tilts and pans inward gradually.

๐Ÿ”ญ Adding a Tracker for Look-at Focus

  • Added a Helper Actor named crane_cam_tracker.
  • Positioned between the two characters at table level.
  • Enabled Look-at Tracking on cinecam_crane to always face the tracker.
  • Ensured smooth tracking as the crane moved through the scene.

๐ŸŽš️ Camera Tweaks

  • Adjusted focal length from 40mm to 20mm for wider framing.
  • Fine-tuned final position of crane at 10s for better composition.
  • Verified smooth movement, tracking, and actor framing.

๐Ÿ—‚️ Organizing & Finalizing

  • Added rig_crane_4 and cinecam_crane to the crane folder inside sequencer.
  • Enabled Camera Cuts at frame 0 to switch to the crane shot.
  • Saved all sequences and nested them into the master sequence

 


Tuesday, May 27, 2025

17_D04_H02_02 All New Cine Cam RIg Rail in Unreal Engine 5.6 and using C...


Session 17 Summary: Cine Camera Rig Rail in UE 5.6

๐Ÿš€ Setup

  • Opened existing camera_settings project from previous session.

  • Continued from camera_rig_shot_root sequence.

  • Began editing third shot (shot_030_01) using Cine Camera Rig Rail (advanced version).


๐Ÿ”ง Creating the Circular Camera Rig

  • Added Cine Camera Rig Rail from CinematicCine Camera Rig Rail.

  • Switched to top orthographic view.

  • Created a perfect 360° circular dolly path:

    • Measured 190 cm radius using middle mouse drag.

    • Placed 5 spline points in a circle using Alt + drag.

  • Used spline tangent controls in Rails Plane Component to smooth out the curve.

  • Ensured uniform speed using the Display Speed Heat Map (green = optimal speed).


๐ŸŽฅ Attaching & Configuring the Camera

  • Duplicated wide_camera, renamed to cine_cam_rig_3.

  • Attached camera to rig_3 and reset its transform.

  • Set focal length = 35mm (can later animate per spline).

  • Enabled rig control of focal length, aperture, and focus (instead of camera).

  • Placed both rig and camera into the sequence and camera folder.


๐Ÿ” Controlling the Camera Movement

  • Switched from manual movement to absolute spline position control:

    • Added keyframes at absolute position 1 (start) and 5 (end) over 10 seconds.

  • Enabled “Use Point Orientation” so the camera rotates along the rail path.

  • Rotated camera 90° so it always faces inward toward actor.


๐ŸŽ›️ Using Drive Mode (Alternative)

  • Enabled Drive Mode → Duration to auto-animate based on time.

  • Demonstrated changing speed via duration or speed %.

  • Later reverted to manual keyframing for full control.


๐ŸŽš️ Focal Length & Aperture Animation by Spline Point

  • Adjusted focal length per spline:

    • Spline 0: 15mm (wide)

    • Spline 1–2: 30mm

    • Spline 3: 15mm

    • Spline 4: 50mm → revised to 30mm for smoother transition

  • Adjusted aperture per spline to improve exposure:

    • Set all points to f/1.4 for brighter visuals.


๐ŸŽฏ Focus Tracking with a Helper Actor

  • Added "rig3_tracker" actor to guide camera focus during movement.

  • Placed tracker at key locations (between characters, face, etc.) over time.

  • Animated the tracker’s position and enabled it in camera’s Focus Tracking.


Final Composition Check

  • Verified:

    • Smooth dolly movement

    • Dynamic focal length changes

    • Focus tracking accuracy

    • Proper brightness/exposure throughout shot

  • Saved all changes and concluded third rig-based camera shot.


๐Ÿ› ️ Key Features Demonstrated

  • Cine Camera Rig Rail with multiple spline points.

  • Spline-level focal length and aperture control.

  • Drive Mode vs. Manual Animation.

  • Tracker-based camera focus with smooth interpolation.