Automotive Renders in Unreal Engine 5 (2026)
Personal R&D Project
Project Description
I started this project to better understand what actually happens when pushing Unreal Engine toward offline-quality rendering. The goal was to develop a deeper technical intuition for how cinematic parameters influence realism and final image quality.
The car asset originated from a previous project and was reworked with updated materials optimized for Unreal Engine. Although the car model is relatively low-poly, as it was originally optimized for a mobile AR application, it still holds up nicely. The background environment, sourced from the Fab store, provided an ideal setting for evaluating the visual fidelity and rendering capabilities of the Path Tracer. The results were impressive, especially considering the quick setup and fast render times.