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Hi there,
I would like to show our new work presented recently also at Museums & Heritage Show in London.
The project consist of a 3d reconstruction of an archaeological site named “Sa Mandra Manna” - Sardinia ITALY.
All the site (except the vegetation) has been modeled by a photogrammetric processing of digital images taken by helicopter, drone and on the ground (about 9000 digital shots).
We have developed a standalone version with classic controls (keyboard and mouse/gamepad) and a touch version to be exposed by a Multi-touch Table on site.
For mobile platform, we have developed a smartphone/tablet version and a VR Cardboard version.
I noticed a issue in Speedtree and in general all the leaves shaders which are abnormally lit when observed against the light.
Unity 5.3.4p6 deferred + linear.
Anyone have some tips to fix or some version (unity 5.3.5?) which fix the issue?
Some similar issuetracker reports this an this.
Edit:
Seems that a fix is on the way . Here the post
That’s really well done and atmospheric. However, as someone else pointed out in the scion thread, some additional insects and pollen particle effects might help bring the scene to life a bit more. The other thing I noticed is that the rocks look very flat in a close-up view, which is too bad because they’re the main points of interest in the scene. Isn’t there a way to get the heightmap from the photogrammetry data or pseudo-bake it from the photos? With it you could either use a tesselation shader or tesselate and displace the mesh for the rocks in your 3D app. I think that this could improve the visuals in this scene even more.
The site is big for a photogrammetry process (2 Hectar explorable) and the project had as target device a multi-touch table kiosk which as you know usually do not have a game ready hardware. I did a compromise between technical and aesthetic with in mind the hardware limits.
The photogrammetric process from digital photos don’t give a perfect representation of the small geometry especially if you have a big area to be scanned.
I Did not find a fine way to extract the height map of this complex organic mesh to make some test with tassellation. i’m open to any tips.