PHOTOREAL CAR RENDER TIPS | Unreal Engine 5
Summary
TLDRこのビデオでは、Unreal Engineを使用した自動車ビジュアル化のための写真風静止画の作り方を紹介しています。HDRIとパストレーシング、ポストプロセス設定を用いて、高品質な結果を得ることができます。Unreal EngineのHDRIバックドロップを使用することで、シーンを自然な光源で照らして照明を設定し、高速で高品質な結果を得ることができます。また、ポストプロセスボリュームを使用して露出を調整し、カメラと車の位置を調整することで、写真風静止画を作成します。さらに、アニメーションを加えることで、車の加速感や車輪の回転を表現し、最終的なタッチとしてカメラシェイクを追加して、よりリアルな感覚を与えます。最後に、DaVinci Resolveでカラーグレーディングを行い、完成度の高い写真風静止画を作成します。
Takeaways
- 🚗 Unreal Engineは、自動車ビジュアライゼーションに幅広く使用されており、最近はHDRIとパストレーシングを使用して写真のようにリアルな静止画を作成することが可能です。
- 🌟 HDRIバックドロップは、360度のキューブマップで、エンジンが画像の明度に基づいて光源と解釈できます。これはシーンを素早く自然な感じで照らすためのチートコードのようなものです。
- 📷 HDRIマップを使用する際の欠点は、使用できる角度が限定的であることです。そのため、最良の見た目を確保するためにカメラの視点を調整する必要があります。
- 🎨 パストレーシングを有効にし、ポストプロセス設定を調整することで、露出をバランスよく保ち、高コントラストの外観を作り出すことができます。
- 🚙 自動車のモデルをシーンに追加し、Unreal Engineのマテリアルパックを使用して車の素材をシェーディングします。
- 🌄 HDRIマップとメガスキャンのアセットを組み合わせることで、シーンに自然な感覚を与えることができます。
- 🎥 アニメーションを追加し、レンダリング設定を整えることで、車の加速感やカメラを通過する様子を表現できます。
- 📹 カメラのシェイクを追加し、車が不平坦な道路を走っているときにセンサーに伝わるような小さな振動を再現します。
- 🖥️ DaVinci Resolveを使用して、色味を調整し、最終的なカラーグレーディングと仕上げを行います。
- 📈 Unreal Engineを使用することで、市場で需要のある高品質の自動車ビジュアライゼーション作品を素早く作成し、競争力を持ちます。
- ⚙️ このアプローチの欠点は、カメラの角度が限定的であり、車の運転やriftなどのアニメーションの余地が少ないことです。
- 📚 このビデオは、Unreal Engineを使用して自動車の静止画を作成する方法を学ぶための貴重なリソースです。
Q & A
CGIはなぜ自動車広告に使われるようになったのですか?
-CGIはビデオだけでなく、ブローchureやメーカーウェブサイトの説明などの静止画にも使われるようになったのは、その多様性とリアルさによる高画質の結果が得られるためです。
Unreal Engineはどのようにして自動車ビジュアライゼーションに広く使われるようになったのですか?
-Unreal Engineは最近、HDRIとパストレーシング、ポストプロセス設定を用いて写真のようなリアルな静止画を作成することができるため、自動車ビジュアライゼーションに広く使われるようになったのです。
HDRIバックドロップとは何ですか?
-HDRIバックドロップは360度のキューブマップで、エンジンが画像の明度に基づいて光源として解釈できます。これはシーンのライティングを非常に自然に見せ、高品質の結果を迅速に得るためのチートコードのようなものです。
Unreal EngineでHDRIバックドロップを使用する前に何を設定する必要がありますか?
-Unreal EngineでHDRIバックドロップを使用する前に、プロジェクト設定の「エンジン レンダリング」タブでハードウェアレイトレーシングとパストレーシングを有効にする必要があります。
ポストプロセスボリュームとは何で、どのように使われますか?
-ポストプロセスボリュームは、シーン全体に影響を与えるように設定し、露出補償を調整することで、シーンの露出バランスをとるために使われます。
Unreal Engineの自動차マテリアルパックには何が含まれていますか?
-Unreal Engineの自動車マテリアルパックには、車のシェーディングに必要なすべての素材が含まれており、Unreal Engineマーケットプレイスで無料で入手可能です。
シーンにアニメーションを加えるとき、どのようなことを考慮すべきですか?
-シーンにアニメーションを加えるときは、カメラの動きや車の加速感、ホイールのローテーションを考慮し、それらをリアルタイムに動かすためにキーフレームを作成する必要があります。
カメラシェイクはどのようにしてシーンに追加するのですか?
-カメラシェイクはブループリントクラスを作成し、カメラシェイクベースを選択して設定することでシーンに追加することができます。
レンダリングの際に Unreal Engine で使用する設定には何がありますか?
-レンダリングの際には、EXRシーケンスパス、ゲームオーバーライド、サンプルカウント、およびモーションブラーの設定などがあります。
DaVinci Resolveで色gradingを行うとき、Unreal Engineのレンダリングと異なる色空間をどうやって修正するのですか?
-DaVinci Resolveで色gradingを行う際には、色空間変換を使用してUnreal EngineのデフォルトのSRGBとガンマからRGBリニアとRec709に変換することで修正します。
このビデオスクリプトではどのようなリソースが使われていますか?
-このビデオスクリプトでは、HDRIのリソースとしてpolyhaven.comからダウンロードした HDRI や CGI backgrounds プラグインが使われています。
Outlines
🎨 Unreal Engineを使った自動車ビジュアライゼーションの紹介
この段落では、Unreal Engineを利用した自動車のビジュアライゼーションと静止画作成の方法が紹介されています。Unreal Engineは、広告やブローchure、メーカーのウェブサイトの説明など、様々なソフトウェアを使用して自動車のCGIを作成するのに使われています。映像制作者として、Unreal Engineを使い、HDRIとパストレーシング、ポストプロセス設定を組み合わせて写真のようにリアルな静止画を作成する方法を解説します。また、HDRIバックドロップを使ったシーンのライティング方法や、Unreal Engineの設定変更、HDRIの選択と適用、ポストプロセスボリュームの設定、カメラの配置、そしてDaVinci Resolveでの仕上げについても説明されています。
🛠️ 車両のマテリアル設定とアニメーションの追加
段落2では、Unreal Engine Automotive material packを使用して車のマテリアルを設定し、ポストプロセス設定を調整する方法が説明されています。このセクションでは、光源からの反射による金属素材や車体の塗装のフレアをよりリアルに表現するために、ブルーム設定とレンズフレアの調整方法が紹介されています。さらに、カメラの奥行きの設定やアニメーションの追加、車輪のローテーション、カメラシェイクの適用など、シーンに動きとリアルさを加えるためのテクニックも詳述されています。最後に、アニメーションの設定とカメラの調整方法、そして最終的なレンダリングの準備についても解説されています。
🎞️ レンダリング設定とDaVinci Resolveでの仕上げ
最後の段落では、レンダリングの設定方法とDaVinci Resolveでの仕上げについて説明されています。Unreal EngineのMovie Render Queueを使用して、高品質の静止画をレンダリングする方法が紹介されています。EXRシーケンスパスの設定、シャドウとマテリアルのクオリティの向上、サンプル数の調整、そしてレンダリングの開始方法について詳述されています。その後、DaVinci Resolveにインポートしてカラースペースの調整とカラーグレーディングを行う方法も説明されています。最後に、この手法が自動車広告のウェブサイトや商業静止画に広く使われていること、市場での需要があること、そしてUnreal Engineで高品質の結果を作り出すことができることを強調しています。
Mindmap
Keywords
💡CGI
💡Unreal Engine
💡hdri
💡Path Tracing
💡Post-process Settings
💡DaVinci Resolve
💡Automotive Material Pack
💡Cinematic Camera
💡Camera Shake
💡Movie Render Queue
Highlights
Unreal Engine is increasingly used for automotive visualization in both videos and stills for advertising and brochures.
The video provides tips on creating photorealistic stills for automotive visualization using HDRI and path tracing.
The presenter is an Unreal Engine artist specializing in Automotive CGI and animations.
HDRI backdrops are 360-degree cube maps used for lighting in scenes, providing a natural feel to the light.
Polyhaven.com is a resource for free HDRI assets.
Post-process settings are crucial for balancing exposure and achieving a high-contrast look.
The use of Unreal Engine's Automotive material pack for realistic car shading.
Bloom settings are adjusted for more realistic reflections on metal and car paint.
Lens flares are minimized to avoid spoiling the shot.
Cinematic camera settings like depth of field and aperture are used to enhance the visual appeal.
A level sequence is created for adding animation, such as making the car appear as if it's accelerating.
Camera shake is added to simulate the vibration from driving on an uneven road.
The render settings are configured for the best quality output in DaVinci Resolve.
Color space transformation is necessary when importing renders into DaVinci Resolve to match Unreal Engine's color space.
The final result showcases a realistic and appealing automotive visualization.
Unreal Engine is in demand for automotive visualization, allowing creators to produce high-quality results quickly.
The video concludes by encouraging viewers to experiment with camera angles and settings in Unreal Engine.
Transcripts
[Music]
these days a lot of CGI is used for car
advertising and not only in videos but
also as Stills for example for brochures
or descriptions of manufacturer websites
there is a huge variety of software
which can be used for this purpose and
Unreal Engine recently is not falling
behind and became widely used for
automotive visualization hello everyone
and welcome back to my channel for those
of you who are there for the first time
I'm leading real engine artist working
in post-production company and mostly
focused on Automotive CGI and animations
and in today's video I will share a few
tips on how to make photorealistic
Stills for automotive visualization
using hdri and path tracing and
post-process settings we will create
scene and light it using hdri backdrop
and set post process settings we will
create cameras in cinematic render still
frame and add some final touches in
DaVinci Resolve also during the video I
will show you the resources I use for
hdri and all of it will not go see a
single penny let's get started I will
start with short intro to hdri backdrop
in Unreal Engine hdri is 360 Degrees
Cube map which engine can interpret as
source of light based on brightness of
the image for almost every shot of my
Bronco Video I used hdris for lighting
of each scene and getting desired mode
same way I light my scene in on record
breakdown it just gives natural feeling
to the light and allows you to get high
quality result very fast basically it is
just like a cheat code which allows you
to light your scene very fast now let's
try it so here I have my project and I
have created a new empty level called
hdri tutorial it is completely empty
before we start creating this scene we
need to make some changes to our project
settings click project project settings
go to engine rendering tab scroll down
to Hardware Ray tracing and enable if it
is not enabled
also enable path tracing if it's not
enabled yet
after that navigate to settings plugins
foreign
and look for movie render queue plugin
in my case it's already enabled but if
you didn't have it enabled unreal will
ask to restart the project do so and
wait for Shader compilation when it is
done we start with the basic scene
creation click on ADD button and select
light hdri backdrop nice we have already
have some scene and light in it with one
click for this example I will be using
hdri that I have downloaded from
polyhaven.com it has a lot of free
assets which you can try yourself I
click on this texture I have downloaded
and imported and in hdri backdrop
details panel I click on this arrow
button so I will apply a recently
selected texture it is high quality 8K
texture so it already looks good one
disadvantage of hdri maps that you are
heavily limited with angles you can use
so it will look proper I'm setting my
camera at the point of view where it
looks the best this one looks fine I
believe after that I am adding post
process volume to balance exposure when
I added to the level first thing I need
to expand its bounds to affect the whole
level so I checked the Box infinite
extent
change exposure methods to manual and
set compensation to 9.5 it gives nice
high contrast look to my taste
at this point you can add any of your
car models and it will probably look
good with the pass tracing here I'm
placing model of Volvo s19 which I think
will look good in this setting now I
change View mode to path racing and
adjust camera and car position
it already looks great so this is a
basic setup which you can use it was
just a demonstration how that works you
can combine hdri maps with mega scans
assets like I did in my Bronco Video or
with Road spline and trees like in my
McLaren Elva but now let's talk about
adding a little bit of animation and
setting up the renders I have deleted
all of the actors except post process
volume and I will add another hdri map
but from CGI backgrounds plugin right
now they don't pay me it's not a
promotion CGI backgrounds has free plan
which I am using and it has some nice
motion blur the hdris you can use their
ass in just same way as usual Unreal
Engine backdrop if you download the
texture or if you install the plugin you
can choose assets from your CGI
backgrounds library and add them to
Unreal with expert button just like I'm
doing with right now same as in previous
example I have prepared this scene I
didn't delete post process volume as I
mentioned because it already has the
exposure settings that I like for this
scene I will use Toyota Supra just like
on the thumbnail of this video if I
place it in the center it already looks
pretty cool for car materials I'm using
Unreal Engine Automotive material pack
which is available for free in Unreal
Engine Marketplace it contains all what
you need for shading of the car let's
tweak some post-process settings right
now just like in my previous example I
have my exposure set to manual and
condensation to 9.5 now we need to
change Bloom settings type from standard
to convolution convolution gives us more
realistic results when light is
reflected from metal materials car paint
or Chrome creating these beautiful
flares personally I find them better
looking next thing in post-process
settings is the lens flares I always
turn it way down to 0.1 as I don't like
very obvious light players they tend to
spoil the shot so I try to keep them
down and change Pokey shape to default
one
now let's set camera sequence and render
settings click add cinematic camera
well now when depth of field was
introduced it looks even better
here I'm setting the angle right now
looking for the best spot I decided to
go with 16 millimeter lens to make it
wider and also go full open with
aperture of f 1.2
[Music]
that will make picture brighter so I
would need to adjust post process
exposure compensation again something
like 7 looks good we still see details
in the clouds and shadows are deep black
next I set Focus for the car and do
minor adjustments to camera position
looking for perfect shot
[Music]
now we can create sequence add a little
bit of Animation to introduce Bluer for
our wheels and the car itself in content
browser I create new level sequence
at camera I have graded to the sequence
fixed position a bit
now I'm adding car to the sequence and
adding transform track for it
the idea is basically make the car
feeling that it's accelerating and
overtakes the camera passes it not at
the exact same speed between the camera
and the car so I will add a bit of
movement to the car itself and driving
straight we'll do so by creating a
keyframe at the beginning of the
sequence move the car a bit closer and
keyframe its position then move like 14
to 13 frames forward change card
position and also make a keyframe
make them all linear as they don't want
smooth acceleration or breaking I need
the car move at constant speed even for
this small distance of couple of meters
now I will add some wheel rotation but
very very slow because we'll be using a
lot of sub samples for the render to get
the proper motion blur and we don't want
our Wheels completely like blown away
right now I'm using my control rig to
make Wheels rotate and if you would like
to know how to build Simple Car rig you
can watch my tutorial by clicking here
in the top right corner or by following
the link in the description also I have
some more videos about Unreal Engine and
car animation on my channel so you can
check it out too don't forget to like
this video And subscribe to my channel
for more unreal stuff now back to the
video so what do we have here car moving
forward and wheels rotating camera is
set animation is done let's add the
Final Touch before the render which is
camera Shake right click in content
browser and select blueprint class look
for camera Shake base give it an name in
my case it's camera Drive
open it close it and open again
I don't know why it still has this bug
but it just how it works in rule Shake
part and choose Berlin noise camera
Shake set time into zero which means
infinite as we need constant camera
shake for the whole duration
for this shot we only need location on
that axis set amplitude something around
three centimeters and frequency
something around 15. hit compile and
Save
basically it will give us something like
a small Shake which is like the
vibration which transfers to the sensor
from the body of the car when driving on
uneven Road in the sequence add track to
cinema camera actor select camera shake
and choose the blueprint you have just
created you can see now how it looks on
timeline by previewing it
while it's all done let's set up the
render click window cinematics movie
render queue
here we will delete everything as we
don't need it in these settings we are
going for the best quality for finishing
in DaVinci Resolve select exr sequence
path try surrenderer game overrides to
give best quality to our shadows and
materials and realizing to get more
samples and better quality motion blur
set sample count to 32 by 32 and enable
override and realizing checkbox it will
give us in total 1024 samples and less
noisy result in pasteurizing select
reference motion blur in my opinion it
looks more realistic than the usual that
engine provides now let's pick a frame
as we're doing only one still in outputs
tab check custom playback range I will
pick 8 to 9 frames which will give me a
total of one frame accept and hit render
local this scene is very simple and it
will not take a lot of time to render
now let's import our render into DaVinci
Resolve upon inputs you might notice
that our frame doesn't look like it was
in Unreal Engine because when exporting
it uses different color space in gamma
by default unreal uses S Sub GB and
linear gamma to fix it navigate to color
Tab and in effects library to the right
look for the color space transform drop
it on the Node graph and change input
and output color space and Gamma as
shown on the screen as RGB linear to
Rack 709
now it looks properly and you can do the
color grading if you are good in
Photoshop you can use same approach
there it's just a matter of preference
which software to use for grading and
finishing I'm mostly experienced in
resolve and it's software of my choice I
add some final touches to my render and
finally I'm happy to provide you with
the final result I think it looks really
great and very close to reality feel
free also to play around with the camera
angles and Unreal Engine afterwards and
try different shots for this as I
mentioned this approach most commonly
used for websites and Commercial Stills
for car advertising by a lot of
Automotive manufacturers for example
right now I'm receiving some Automotive
visualization requests and client
specifically asks for Unreal Engine That
means there is a demand on the market
and you can create some nice results
really fast and even compete in this
market using just Unreal Engine there
are some downsides of this approach
which are limitation of camera angles
and hardly any room for animation if you
want to drive the car or Rift but
nevertheless I hope you found this video
useful thanks for watching and see you
in the next one
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