Real-time interior visualization starter guide
This guide walks you through creating a real-time interior visualization in Unreal Engine. You will start by setting up a new project and level. Then, you will create the environment lighting and build the basic room structure using static meshes. Next, you will learn how to set up a camera to frame your scene and save your progress. The guide also offers an optional section where you can download a pre-built archviz interior project to explore its structure and assets.
Following that, you will delve into using filters in the Content Browser to manage your project's assets. You will then learn how to import furniture meshes and position them in the scene. This is followed by adding lights to illuminate the interior space and assigning materials to the furniture to define their textures. Finally, the guide covers setting up your viewport for high-quality, real-time rendering of your finished interior scene.
1. Project and Level Creation
This section covers setting up a new project in Unreal Engine and creating a level within that project to work on your visualization.
1.1. Start the engine
To initiate the Unreal Engine via the Epic Games Launcher, navigate to the Library tab and select Launch adjacent to Unreal Engine.
1.2. Create new project
To initiate a new project, navigate to the Games section and select Third Person followed by Blueprint. Ensure the target platform is set to Desktop with the quality preset at Maximum. Starter content should be turned Off, and ray tracing should also be Off. Assign a unique name to your project under Name Project and specify a custom location for the project under Project Location. Once all settings are configured, click Create to begin your new project.
1.3. Create a new level
To create a new level in your project, navigate through the menu: File > New Level. In the New Level Tab, select Empty Level and click Create to initiate a new level.
2. Environment Lighting and Static Mesh Creation
In this section, we explore the foundational steps for crafting basic environmental lighting and constructing the initial room layout with static meshes. The focus is on establishing a visually cohesive space that is both functional and aesthetically pleasing.
2.1. Create ambient lighting
To enhance your 3D scene, navigate to Window > Env. Light Mixer to access the Env. Light Mixer Window. Here, you can Create Sky Light to simulate natural daylight. For more atmospheric effects, select Create Atmospheric Light and Create Sky Atmospheric options. To add dynamic cloud formations, use the Create Volumetric Cloud feature. Lastly, to simulate low-lying mist or fog, opt for Create Height Fog.
2.2. Create box 1
To create a box 1 with the specified dimensions, navigate to the Mode Selection and choose Modeling. From there, proceed to Create Category and select the Box Tool. In the Create Box Tool Properties, set the Output Type to Static Mesh. Enter the dimensions: Width [640], Depth [840], Height [340]. Click in the viewport to place the box. To adjust its position and orientation, use the Transform Panel. Set Move Red, Rotate Red, Move Green, Rotate Green, Move Blue, and Rotate Blue all to [0]. Confirm your settings by clicking Accept.
2.3. Create box 2
To create a box 2 with the specified properties, first select the Create Category and then choose the Box Tool from the Modeling Mode. In the Create Box Tool Properties, set the Output Type to Static Mesh. Adjust the dimensions by setting Width to [600], Depth to [800], and Height to [300]. Ensure the Pivot Location is set to Top.
Next, click in the viewport to place the box. In the Transform Panel, set all Move and Rotate values for Red and Green to [0]. For Blue, set Move to [320] and Rotate to [0]. Finally, click Create to complete the process.
2.4. Box-in-box check
Verify the positioning of box 2 within box 1 through different viewport options.
Level Viewport Options > Front
Ensure that box 2 is accurately placed inside box 1.
Level Viewport Options > Top
Confirm that box 2 remains within the boundaries of box 1.
2.5. Back to perspective view
To return to the perspective view in your viewport, simply select Level Viewport Options and then Perspective, or use the keyboard shortcut ALT + G.
2.6. Create interior space
To create an interior space, navigate to the Outliner Panel. Select box 2 and then box 1 using CTRL + Click, ensuring both are highlighted. Proceed to Mode Selection and choose Modeling Mode. Within the Model Category, locate and select the Boolean Tool.
In the Mesh Boolean Tool Properties, set the Operation to Difference B - A. This will subtract the volume of box A from box B. For Output Type, choose Static Mesh if you require a non-editable model. Name your mesh Boolean_Interior for easy identification. Before finalizing, select Handle Inputs and choose Delete Inputs to remove the original boxes from your scene. Click Accept to apply the changes.
2.7. Create window
Access the Outliner Panel and select the new static mesh resulting from the Boolean operation. Switch to Modeling Mode, then navigate to Create Category and select the Cube Grid Tool.
Cube Grid Tool Properties
Set Grid Power to [3] and Current Block Size to [25]. Using the grid overlay on the viewport, select the window area on the static mesh from the Boolean operation. Press Q or use the Push function, then click Accept to finalize.
3. Camera Creation
Here, you will learn how to set up a camera to frame your interior scene.
3.1. Interior perspective view
To access the Level Viewport Options for a perspective view, use the keyboard shortcut ALT + G. After activating this shortcut, navigate in the viewport until you are inside the static mesh resulting from the Boolean operation.
3.2. Selection mode
Mode Selection > Selection
3.3. Place actor panel
To place actors in your scene, navigate to the Main Toolbar and select Create Shortcut. From there, choose Place Actors Panel.
3.4. Create cine camera actor
To add a Cine Camera Actor to your scene, navigate to the Place Actors Panel, select Cinematic, and then choose Cine Camera Actor. Simply drag and drop the actor into the scene.
3.5. Locate the camera
Access the Outliner Panel and select the [CinecameraActor]. Then, in the Level Viewport, use the [Transform controls] to position the camera. Adjust the details further in the Details Panel under Transform Options.
Move the actor within the viewport to frame your desired render.
3.6. Set current focal length
To adjust the focal length in your scene, navigate to the Outliner Panel and select the CinecameraActor. Then, in the Details Panel, locate the Current Focal Length setting and change the value to [20].
4. Save assets
This section covers saving your progress, including the level itself and any assets you have created.
4.1. Save current level as
Access the Menu Bar and navigate to the File Menu. Select [Save Current Level As] to open the Save Level As tab. In the tab, navigate to the Content folder, right-click and choose [New Folder]. Name this new folder [Create Interior]. Then, select the newly created folder, name your level [LV_Interior], and click Save to complete the process.
4.2. Save all option
Access the Content Drawer to utilize the Save All Option. Navigate to the Save Content Tab and select Save Selected to preserve your desired items.
5. Download archviz interior sample project
This section provides an alternative approach where you can download a pre-built archviz interior project and explore its structure.
5.1. Unreal engine marketplace
To access the Archviz interior assets, launch the Epic Games Launcher, navigate to Unreal Engine, and then to Marketplace. In the Search Bar, type [Archviz interior], set Max Price to [Free], and double-click on the Archviz Interior option.
Once in the Marketplace, select ArchViz Interior and Click on [Create Project] to start a new project.
Go to the Choose Project Name and Location Tab, select your desired folder, choose the most recent version available, and click Create.
6. Archviz Interior
Upon accessing the sample project, this guide will assist you in efficiently exploring the project space and locating essential assets.
6.1. Open the project
Navigate to Windows File Explorer, select the location where your project is saved, open the project folder, and start the project by clicking on the file with the Unreal Engine Project type.
6.2. Locate the asset folders
In the Outliner Panel, select the Couch and Right-click [Browse to Asset].
After this action, the content browser will open at the asset's location. The assets for the static mesh of the furniture can be found in the Meshes folder.
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Next, in the Outliner Panel, select the Couch and navigate to the Details Panel. Under Material Options, click on the [Browse to asset button].
Following this step, the content browser will again open at the asset's location. The assets related to the furniture's materials are in the Materials folder.
Finally, click on any material instance. This will open the Material Instance Editor. In its Details Panel, under Textures options, click on [Browse to asset button].
Once completed, the content browser will open at the asset's location. The assets for the textures of the materials are in the textures folder.
6.3. Asset migration
To migrate assets, navigate to the Content Browser, select the Textures folder, then right-click and choose [Migrate]. An Asset Report will appear; confirm with [Ok]. Next, select a destination Content folder Tab for the project you are developing the visualization in. Click on the [Content folder] and then Select Folder to finalize the migration.
6.4. Close the project
To close the project, navigate to the 'Save Content Tab'. If you do not wish to save the current changes, select 'Don't Save'.
7. Filters
This section covers using filters in the Content Browser to help you manage your project assets.
7.1. Add filters
To filter content in the Content Browser, select the All folder and click on the Filters button. Choose the Level filter to display all level assets. To focus on a specific level, double-click the level you are working on for visualization.
7.2. Reset filters
To reset the filters in the Content Browser, simply click on the Filters button and select Reset Filters.
8. Adding furniture to the scene
In this section, you will discover the process of integrating furniture models into your environment, whether by importing pre-existing meshes from the project you have downloaded or by crafting your own designs, and accurately placing them within your scene for enhanced realism and functionality.
8.1. Drag and drop meshes
To add a mesh to your level, navigate to the Content Browser, select the 'Meshes migrated folder', click on your desired mesh, and then drag and drop it into the level viewport.
8.2. Position the mesh
To position the mesh in your project, go to the Outliner Panel, select the mesh actor, and then use the Level Viewport Transform Controls or the Transform Options in the Details panel to adjust its position.
8.3. Pin preview
To pin a preview of the CineCameraActor in the Level Viewport, simply select the CineCameraActor and click on the Pin preview button.
Drag and drop more meshes into the scene, then position them using the transform controls and tools to achieve the desired layout.
8.4. Duplicate actors and snapping
To duplicate an actor in the Level Viewport, click on the desired actor, then press ALT and move the gizmo. This action will create a duplicate of the actor. To snap the duplicate with the floor, move the gizmo along the Z axis and press the END key.
Use the level viewport options to position the actors, accordingly, ensuring optimal visibility and interaction within the scene.
Repeat this procedure with the new meshes to maintain consistency and functionality throughout the development process.
9. Add Lighting
This section covers adding lights to your scene to illuminate the interior space.
9.1. Rect light
To add a Rect Light to your scene, navigate through the Main Toolbar. Select Create Shortcut, then Lights, and finally choose Rect Light.
9.2. Position the rect light
Access the Outliner Panel and select the RectLight actor. You can position it using either the level viewport Transform Controls or by adjusting the Transform Options in the Details panel.
Ensure to verify the final meshes positioning details carefully.
Lastly, confirm the final composition is as intended.
10. Add materials to the meshes
Here, you will learn how to assign materials to your furniture meshes to give them textures and surface properties.
10.1. Materials
To apply materials to a mesh actor, open the Outliner Panel and select the desired mesh actor. Then, navigate to the Content Browser and locate the Materials Folder. Select the material you wish to use and go to the Details Panel. Within the Materials Options, click on the Use Selected Asset from Content Browser Button to apply the materials to each material option as needed.
11. Real-time rendering option
Real-time rendering options enhance the visualization process, allowing for immediate feedback while adjusting lighting, materials, and camera settings. Optimizing these settings can significantly improve the quality of your interior scene's portrayal.
11.1. Game view and cinematic scalability
To enhance your game's visual fidelity, navigate to Viewport options and select Enable Game View. Within the Settings Options, adjust the Engine Scalability Settings to Cinematic for the highest quality rendering.
11.2. Cinematic viewport
To access the cinematic features of the Level Viewport, navigate to Level Viewport Options and select Cinematic Viewport. This will enable the CineCameraActor, providing advanced options for a more refined visual output.
11.3. Focus settings
To adjust the manual focus distance on your CineCameraActor, navigate to the Outliner Panel and select your camera. In the Details Panel, locate the Manual Focus Distance option. Use the Eyedropper tool by clicking on the central point of the viewport to set the focus precisely where you need it.
11.4. Exposure
In the Outliner Panel, select the CineCameraActor to adjust its exposure settings. Navigate to the Details Panel, where you will find the Exposure Compensation [Custom] option. This allows for fine-tuning of the camera's exposure level to achieve the desired visual effect. Additionally, you can set the Min EV100 [Custom] and Max EV100 [Custom] values to define the minimum and maximum exposure values, ensuring consistent lighting across your scenes.
11.5. Film options
Adjusting the Details Panel settings in the CineCameraActor can significantly impact the visual style of your film. In the Details Panel, you have the option to customize the Slope, Toe, and Shoulder of your camera's response curve, allowing for precise control over how your camera interprets light and color.
11.6. High resolution screenshot
To capture a high-resolution screenshot, navigate to the Viewport Options, then select High Resolution Screenshot. In the 'High Resolution Screenshot Tab', you will find the Screenshot Size Multiplier where you can input a custom value to adjust the size of your capture.
Congratulations! You have successfully built the foundation for your real-time interior visualization in Unreal Engine. This guide has provided you with the knowledge you need to set up your environment, add furniture and materials, and explore real-time rendering options. Remember to save your progress frequently as you continue to develop your scene. Feel free to refer to the linked documentation for more advanced topics, and feel free to experiment with different types of lighting, materials, and camera angles to bring your creative vision to life. With practice, you will be creating stunning, realistic interior visualizations in no time.