Real-Time Visualization

Have learn a lot from community, so we would like to share our latest real-time visualization project here. Since we don’t have Unity Pro,so the real-time shadow, reflection and lens flare are missing at this moment.

Feel free to drop by the deployed web application,
http://www.visualabs.com.sg/realtime_visualization.html

Any comments and feedback will be really appreciate!

This is great but A few things could be improved (this might be only me), I would like it if there wasn’t box colliders, for example I want to play on the playground :slight_smile: but there’s a box collider :frowning: So I would like more freedom for exploration and you can go through the building so that’s not very “smart-wise” also I was expecting by the title Real-Time to see night time aswell so that disappointed me, Other than that this is pretty sweet, also you guys should make a forest scene because the ambient sound is relaxing.

/PwnGenerator

Thanks for the comments, PwnGenerator.

Agree with you. That would be cool if night time can be added in. Any possible solutions to make a smooth transition between the lightmap of day time and night time?

Regarding the free camera, any ideas on how to make it physiclly collide with physic mesh? Only the third person camera in scene has collision detect. Will give a try later.

Hey, nice app.

One thing I noticed while walking around was when I jumped on one of the tables beneath the building I suddenly was inside the first floor of the building.

For camera colliding I recommend using a character controller as parent and use the Move function.

Very nice presentation. I have a question - what did you use to define the path and trajectory of the camera fly through? Did you use some utility or script, or did you code the movement by hand, or do you have your own tool for this?

Mitch

Yeah,you are right, jeniosi. Thanks for highlighting the jump issue. I haven’t thought about jumping around since the the project started:-) Currently,the character and the building blocks are slightly out of proportion.

Hi Mitch, actually very simple to do camera fly through using animation editor in Unity. Nothing special, just need a bit patient to tweak the animation curve and make it loop.

Looks good, possibly need to look at some light maps that contain ambient occlusion and global illumination data. Also the swift camera movements make the scale of the project feel really small, like a model. But its great to see more Arch Viz projects with Unity.!

Take a look at mine and PM me, I’ll outline my light map technique to you.
http://www.hosse.co.uk/

-Hosse

Good work visualabs, if you can improve a bit of lighting as well we can get more to reality…

Next is trees …i havent found out a neat way to plant trees when doing lightmapping from 3ds max.In your case also the tree shading simply doesnt match with the surrounding. I use billboard trees for distant views…

I think you used unity terrain no?

I like the animated camera.

Can you say some details of this walkthrough…like total tris, drawcalls etc…

Thanks for sharing,Hosse.

My laptop has problems to diaplay some of shaders of your demo due to poor specs, but overall looking good too! Will give you feedback when I have time to view your demo on my desktop.

In fact,we did implement AO,otherwise it would look worse. But true, no GI,since we don’t have Max/Maya and VRay here. For AO, we used FAO Gen.Well, I purposely make camera moving a little bit faster so the user has less chance getting bored. But, I agree with you on the camera speed.

Hi gfxguru, thanks for the comments.
You are right about the tree shadow. As you know, the trees are from Unity Asset Library so the real tree shadow is not possible to generate in other 3d applications. You wouldn’t have this problem if you use Unity Pro to generate real-time shadow, I guess.

We are not really care about total triangle count,rather than shader and texture. So, will let you know when I have accurate numbers as we have imported many assets from different places. My rule is to optimize the assets as efficient as possible. And by the way, no Unity terrain here.