The light shafts look a bit out of place would be my only complaint.
Is there anything in the project or in the video that requires middleware to work or look like that? In other words, is there any trickery here? You mention substance painter. Does that mean you need it to use or modifiy the textures/materials? Just curious. Not really sure what substance painter is.
Is the bloom/ssao or any other image effects not Unity’s default? Apart from the ones you listed.
Edit: And to avoid the fury of the “Unity has no decent AA” people you could have super sampled the video.
Does that mean you can freely rotate the sunlight in that scene?
I may get this to reverse engineer it a bit. This is one of the most realistic looking works I’ve seen in Unity. And knowing it will only look better with proper image effects from the asset store makes it even more tempting.
Yes every lights in the scene is realtime.
You can turn off/on sun and rotate rotate it.
Also the ceiling ligths are realtime.
And yes, you can use advance effect from Asset Store to make it more beauty.
Hello
Yes all images are taken from the final project.
The animation setup is not included (since i use third party plugins for camera movements), but in the project you can find 5 camera setup (with all respective setup/effect). I use SMAA for antialiasing, and the animation was exported at 4K (than downsized for youtube).
Very good job. By the way, will demo be available for free download ? Project file is payable (*unitypackage), but I think about compiled 64-bit executable. It would be nice to compare your impressive work done in Unity3d with Unreal Engine 4 (Unreal Paris demo etc.) or CryEngine 3 (Baron Haussmann Tech demo).
Hello. Sorry but for now the only way to get it is from Asset Store.
Yes I am going to release soon an executable, where you can play in realtime with lights settings. Also an Oculus Rift and GearVR version is on the way.
Stay updated!
Really interesting into the Oculus Rift but especially the Gear VR version. If you got a Gear VR version project in available, I’m willing to buy it, even if it’s not in the assetstore yet. Let me know
Really nice, well done! I think personally I’d soften the AO a touch, but that’s just me!
Coming from an architectural background, and having worked in arch viz for a few years also, I keep meaning to give some realtime arch viz a try! When you see some of the projects like this from Unity or Unreal, it really doesn’t make much sense to me for spending hours/days rendering unless you really really need that extra realism. Majority of clients would be thrilled with the above images. I know it takes time for unwrapping etc which offsets the benefits of the real time rendering, but only for your first few projects, then you can always reuse those assets as you build up a library.
Bought this 5 days ago. ArchVizPRO1.03. Screenshots and video are beautiful!
Am using Mac OSX.
Unity 5.2
In Unity authoring, the lighting doesn’t look at all like what is shown at the top of this thread.
Got this error message multiple times:
Setting mipmap mode of already created render texture is not supported!UnityEngine.RenderTexture:set_useMipMap(Boolean)PlaneReflection:OnWillRenderObject() (at Assets/ArchVizPRO_Interior_01/3DFX/Unity-Blacksmith/PlaneReflection/PlaneReflection.cs:200)UnityEditor.DockArea:OnGUI(
Any idea how to fix this or will the next ArchVizPro update address this?
As well, are there other things one needs to do in Unity to get the lighting that is shown in this forum thread?