Summary

In this chapter, we covered in-depth information about materials and lights. We learned how the rendering system works and the underlying graphics pipeline/technology such as Directx 11, DirectX 12, and OpenGL/Vulkan. We also learned how to use the Unreal 4 Material Editor to create custom materials and apply it into your level.

We also explored the different types of lights and adjusting Intensity, Attenuation Radius, and other settings to customize lights for the level. We also learned how to import IES light profiles from light manufacturer's website to create realistic lights for the level. We learned about the differences between Static, Stationary, and Movable lights and how the different lights cast shadows for the level.

In the next chapter, we will learn about animation and artificial intelligence in games. Stay tuned for more!

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