Hi,
I’m currently working on an architectural visualisation of two towers in the middle east.
Here is a video of the towers (not done by my company): Towers video
I will receive the models as a fbx, mid-poly (not really low, done for rendering aswell), baked with complete maps in the diffuse slot, we’ll use a few normal maps, and I’ll use a reflective shader for the towers. I’m doing all the 3DRT part of the project (programming and integration in unity).
The exterior will have 3 different type of views:
-
Flythrought: an animated camera which shows nicely the development.
-
Rotate cam (wow style): which allows you to rotate around the towers and zoom, then you can target differents zones of the development.
-
FPS View: with different starting points to visit the different accessible places.
On top of the exterior scene, I have 4 apartments to show, I’ve done the first prototype and optimize it, that’s considered as “done”.
As you can see in the video and screenshots there are a lot of trees and plants (really a lot) the towers will be really big aswell (polygon-wise), plus we’ve got water, birds etc…
The instructions i received are : I can’t completely re optimize the 3d scene (not enough budget). It needs to look fantastic and to be runable on as many computers as possible… + a touchscreen version, webplayer version etc… (otherwise it isn’t fun)
I’ll post here my progress on that project.
I’ve done the first prototype which has the complete interface, one non textured apartment and a basic model to represent the first scene with the towers and prepare all the interactions.
I’m really concerned about performances it’s going to be really difficult to manage that part everything else will be “easy”.
Here are my questions about this project:
First problem: trees and plants
What would you do about the plants and trees ? Produce them in maya or use a terrain and plant all of that? In my prototype I’ve use a terrain which a raise zones of the terrain just below the actual ground to plant the trees and not being able to see the terrain itself.
Is there a way to not render the terrain itself and just the trees to not spend any performances on the terrain?
Second problem: Occlusion culling
I’ve tried the occlusion culling (pro), works fine for everything behind my camera but some object in the field of view are rendered even if they are hidden by other objects.
Is there a way of correcting that ?
In Fps view, I can easily display/hidde objects by using the character position (using sensors). But It is a lot more difficult to do that with the flythrough and rotate mode. I would also need to do that with the plants and trees which is a problem when i’m using a terrain.
As I imagine the occlusion culling is the best way to manage that. Any ideas ?
I’ll post more questions on monday. It’s time to go to the pub
Thanks a lot for any help, advices, feedback…
ps sorry if my english isn’t perfect it isn’t my first language