The whole scene is darker than in the Unity3D autthoring tool - why?
Bad AA even with 6x6 oversampling
Droping frames by moving in the scene on a modern windows machine.
Turning threes!?! The willow outside of the building is rotating on its place by turning around the view. (Blend length is setted to 0. If not, threes and bushes are jumping in or out of the scene)
You seem to be using some sort of image effect which is not supported in conjunction with AA.
Not sure… your controls are a bit odd (floaty), but I noticed no significant hiccups.
You only have a few trees. Turn the Billboard Start distance way up so they stay as meshes at all times (or until the camera is much further away from them). Turn the Detail Distance way up if you don’t want them to pop in.
Really nice work, the tree does spook me somewhat no hiccups in framerate which is really smooth and I quite like the floaty feel for a virtual gallery.
Heres what my card renders on a windows machine hope it helps:
The trees and bushes are still jumpung in and out even with this settings here (sse screen below) visualizer.ch is available for purchase - Sedo.com
AND: Is there a way to change the gamma or even the brightness?
Hmm, ok, haven’t seen that before. The detail meshes look like they’re rendering from 2 cameras and being overlaid. Are you doing any thing out of the ordinary here? Multiple cameras or terrains? Postprocessing of any kind?
If this is just a straight scene with one camera and one terrain then you’re encountering some odd bug and we’d really appreciate it if you sent in the Project folder so we can have a look at it. You can attach files to a bug report using the Report Bug app.
Ok, having a look at your project right now. The first thing I notice is that you painted all the detail meshes (the bushes) into the Terrain as trees. So you either need to repaint them as detail meshes or increase the “Max Mesh Trees” amount in the Terrain Settings. If this amount is set too low it will cause trees to billboard even if they’re very close to the camera… which is why you’re experiencing the tree rotation.
As far as the AA, it looks pretty good on my end. AA is implemented differently on different GFX cards. The 2 things I’m noticing are leaking seams in your lightmaps (done in your 3D app), which are causing some ugly white lines here and there, and screen tearing, which can be fixed by turning on “Sync to VBL” in the Quality settings.
Great - and thanks for helping here.
I will redraw the bushes, like you told as terrain details.
Yes I am also not satisfy with the render quality by baking objects with Cinema 4D…
The interchange between C4D an Unity3D is in some way not at the best. But perhaps, Unity3D will sometimes support the “Colada format”?
Just look also to the Skybox - there you can see a vertical stork between the different textures. Is it also because Cinema 4D rendering quality?