Asset Store Link - Google Play - Documentation ArchVizPRO Interior **Vol.**7 is an architectural visualization project made in HDRP and URP and inspired by the Azuma House. It is a fully navigable building that includes an interior area composed of 4 main rooms and an outdoor area composed of a small courtyard, stairs, and walkway. Build in every single detail from scratch, this interior has more than 200 furniture and props, custom shaders, 4K texture and a multiplatform approach that makes this scene able to runs on PC, VR, and Mobile. All furniture and props are highly detailed and can be reused in any other project.
1. Interieur
No need to say it´s incredible work again.
Can I pick furniture and use it in standard pipeline?
I ask because of Material/Shader/Texture compatibility…
2. Architecture
Without having seen the whole scene I expect this building is again “closed”, without any opening to outside or any environment. What´s the reason for this?
Architecture Design reasons?
Modelling reasons?
From my personal view I expierence this as a downside.
Farnsworth- and Mountain-House are much more attractive to me because they have a (nice) environmental context.
3. Rainy Mood
I understand that this rainy mood is interesting and is ideal for demonstrating what´s possible with cool shaders.
Besides this I´m looking forward to see a “positive” mood in Vol8, maybe at twillight hour?
In the end I understand this as a tech-demo and from that point of view this one beats them all.
Hello. All FBX could be used for Unity Standard Pipeline. The problem is that HDRP uses the MaskMap (Metal + AO + Roughness), while Standard uses Metallic (Metal + Roughness) + AO. You have to convert that textures or make a custom shader that uses the MaskMap instead of the Metallic.
For example this shader use HDRP texture for the the Standard Shader:
To not make the project too big, It will be available through the Oneiros website as a separate project download.
The download will be unlockable with the invoice number.
Usually, I prefer closed environments because Architecture Design reasons. Also, exteriors requires a lot of work to be convincing and especially a lot of plants models. My focus is on houses and furniture… but I can consider an open house for next Vol.
Rainy Mood is because it allows me to play on shaders and effects. But some new mood are coming in next versions.
I am a little tired of using the Progessive GPU (preview) Lightmapper with all needed workarounds e.g. the Plant GI Fix or Low RAM workarounds.
I lost more than 2 weeks lifetime during the last 2 years by trying to use this mess implementation.
some further issuses:
in Unity 2019.2.10 (HDRP 6.9.2)
Lightmaps get displayed correctly in scene but
the scene crashes by switching to Light Map indicies view
Baked Lightmap view is showing nothing
Rebuild lighting crashes as usual to GPU Mode (tested in Unity 2019.2.8 and unity 2019.2.10 with GTX 1080) in FullRes and QuarterRes
and on ever further try to rebake i get ETA baking times around 230h…
Hi. I have some questions accoriding to modify the scene.
The .fbx meshes are saved in ASCII format.
Is it possible to save them in binary .fbx format so that a reuse in Blender is possible?
With some tricks you can convert them via .fbx converter but it s not without issues. (breaks some normals)
Is it possible to get the quad versions of the mesh. Actually there is the triangulated version saved in the .fbx.
The quad meshes would really allow to simply extend and modifiy the meshes.
Saving your meshes as quad to .fbx to the Unity Asset folder should allow the same workflow you have.
But the reuse und fitting to other use cases would be much easier.
e.g in 3DSMax you do an Edit Poly Collapse. Then the .fbx exporter exports quads to .fbx.
But probably you only have activated the triangulated export.
left : non destructive FBX export from 3DS max (edit poly collapse workflow)
right: standard 3dsMax FBX export resulting in triangulated fbx meshes
Both variants allow same further workflow in Unity after import.
The left one is non destructive because by reopening the fbx you get the quad version.
Do you have also a Bakery setup for Vol 7?
Actually Progressive CPU and GPU are the only one officially supported.
I am a little tired of using the Progressive GPU (preview) Lightmapper with all needed workarounds e.g. the Plant GI Fix or Low RAM workarounds. I lost more than 2 weeks lifetime during the last 2 years by trying to use this mess implementation.
I understand that using Progressive GPU could be frustrating at the beginning. But in my opinion, it’s a very solid and fast Lightmapper, one of the best I have seen. Actually it’s very Vram demanding, but further optimization will come from Unity in next versions. A dedicated chapter in the documentation about Vram optimization and possible solutions will come soon.
Lightmaps get displayed correctly in scene but the scene crashes by switching to Light Map indices view Baked Lightmap view is showing nothing
These are Unity known bugs and don’t depend on the Asset itself.
Fix from Unity will come soon hopefully
Rebuild lighting crashes as usual to GPU Mode (tested in Unity 2019.2.8 and unity 2019.2.10 with GTX 1080) in FullRes and QuarterRes and on ever further try to rebake I get ETA baking times around 230h…
The scene was baked with a GTX 1070 8 GB in around 50 minutes at 120 Lightmap Resolution.
Be sure to:
Use Quarter Res, save, restart and reopen the project.
if Lightmap Size is 2048 and fallback to CPU, try to use 1024 or 512.
If you get 23h of baking times, you are in CPU mode. The interface sometimes doesn’t refresh and show GPU instead of GPU.
Light Probe Visualisation only shows yellow probes Baked Lightmap preview view mode shows nothing
These are Unity known bugs and don’t depend on the Asset itself.
Fix from Unity will come soon hopefully
Thanks for the fast answer. Quarter Res seems to run through on GPU.
The restart was the thing i missed.
However. The Progressive is still far away to handle common scenarios. Our scenes have around
40x times the size of ArchViz 6 with around 120 4k Lightmaps who bake in one go with Bakery. The result is really close to GroundTruth VRay and Cycles Lightmaps. I appreciate the invest of your time to improve the Progressive.
However. Would be nice if you find a way to deliver a
inofficial Bakery variant like you did with Vol 6 over your website.
If you don t plan to do an Bakery setup.
Some tips to speed up an own setup be nice
e.g.
replace Area Lights with Bakery ones
use Bakery groups here…
One Progressive related question:
Did you tried to use mainly the IBL Environment with the new Multiple Importance setting so that the scene is mainly lit through the IBL and only gets support from additional interior lights. Towards an more real live lighting setup?
Ruggero, I´m sure many people (especially myself) would be interested to get a little comparison between Bakery and Unitys Progressive GPU from your point of view - and why you choose Unity.
(Until now I still prefer Bakery:
faster/cleaner
possibility to bake single objects or groups (UnityGPU forces a full rebake for every little change) )