Need Advice for my cool tidal lagoon project (mainly for scale and cameras)

Hi,

I’m doing a visualisation of a tidal lagoon, on a map as big as 30km*30km. For the sea, I’m using the water4 advanced from unity pro. The project will be running on PC/Mac.


What I need to do:

  • use a lookat camera (RotateCam) to look around the whole region using the tidal lagoon as target (that’s done)
  • add 21 points of views same as the photomontages we’ve done. We took gps points of where we took the 21 pictures and I placed the cameras as the exact position on the map(POVCams).
  • add day/night system
  • add tides

What I’ve done:

  • I’ve done the terrain as a mesh using xyz data files, use aerial photos for the terrain added the “rotating look at” camera.
  • I’m using a skybox blender for the day and night and I’m waiting info from lightmap manager 2 to get the lightmap blending done.
  • I’ve got the tides working.
  • I’ve placed all the cameras

My Problems: (I’ll update that part)

  • The POVcams seem in a world too small, I imagine that I need to scale the whole world by 10. But to be able to see the whole region I need the far clipping plane of my RotateCam to be huge and that make the plane of the water flickers with the see bed. I can’t add distance between the sea bed and the sea because it’s accurate (the sea bed come from bathymetric readings of the actual seabed and the sea height with its actual average tides values). Plus scaling the Water4 from unity pro is a real pain…
    Is there a way to emulate a scale down of the camera?
    These POVCams need to be as close as possible to the pictures I took at the same points for the photomontages.

    In this shot the houses are built yet, they’ll be added soon.

Thanks for the help,

Boris

Any ideas?