From the course: Rendering Engines for Product and Industrial Visualization
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Recap of Unreal and Unity
From the course: Rendering Engines for Product and Industrial Visualization
Recap of Unreal and Unity
- [Instructor] In this chapter, we went through two top real-time renderers, the Unreal and Unity 3D, and we saw that they were both amazing in terms of visuals and in terms of smooth pipeline they provided for exporting the assets from 3D application like 3D Studio Max and integrating them in Unreal and Unity 3D. Throughout this chapter, we saw that they both provide almost or exactly the same functionality when we talked about lights, when we talked about post-processing, or importing and integrating assets. So they were very smooth in all those aspects, and all those functionalities were almost similar. But there are a few things I found out in first chapter while going through the Unreal and Unity, so let's just quickly discuss those differences in Unreal and Unity. Unreal has a flexible material editor, it has V-Ray compatibility, it has camera controls included. Unity has easy to use material editor, it has Octane compatibility, and it has simple interface. Now, in Unreal, when…
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Contents
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Real-time versus offline renderers4m 33s
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(Locked)
Run Unreal Engine5m 30s
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(Locked)
Export to Unreal using Datasmith7m 51s
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(Locked)
Import to Unreal using Datasmith8m 53s
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Add basic lights in Unreal Engine7m 46s
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(Locked)
Add reflections and post-processing in Unreal5m 43s
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(Locked)
Bake lights and post-process effects7m 41s
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(Locked)
Snapshots and final renders9m 52s
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(Locked)
Create fog and PBR materials5m 17s
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(Locked)
Introduction to the Unity 3D interface6m 28s
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(Locked)
Export a scene from 3ds Max4m 23s
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(Locked)
Import a scene to Unity 3D7m 15s
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(Locked)
Adjust lights in a scene6m 47s
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(Locked)
Build more lights and reflections5m 4s
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(Locked)
Add camera controls5m 9s
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(Locked)
Use post-processing effects7m 19s
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(Locked)
Use PBR materials3m 2s
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(Locked)
Recap of Unreal and Unity3m 14s
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