Tuesday, April 12, 2016

Gaia: Building Environments.




Been using Gaia a little while now to develop this vineyard. Inspired by northern California.



Morning

Afternoon

Evening

Night

(BluHomes)

Tuesday, April 5, 2016

Monday, March 7, 2016

More ArchViz in Unity


Some real-time interior lighting with emissive materials. Such a good way to light scenes with a low budget cost.

Monday, February 22, 2016

Rooftop Terrace

Current weekly project. Well, trying to finish it in one week. Rooftop scene:

Tuesday, February 16, 2016

Substance Designer

Working with Substances: 


Created this concrete with a scattered paper overlay via "Let's Make" Substance tutorials.

Friday, February 12, 2016

GUI Buttons

Worked GUI toggles to switch objects and materials. 
Started off with some simple cubes to replace what will be appliances/cabinets

The toggle allows you to select different objects while leaving the others off(must have toggle group with allow switch off)


This one changed the appliance package from standard to premium and  a palette switch. Then if you switch back to the standard package, it will maintain the palette.

Wednesday, February 10, 2016

Heavy Winds? I think not.

Haven't seen this one before. Building out a test scene and hit a weird bug that changed the shape of the geometry.


Seems like the error went away after the build completed.

Tuesday, February 9, 2016

Simple Room VR

A Simple, empty room.




click to view: 360 Panoramic view ( works great on a mobile device for some AR)

Inside Unity

Overall this scene is about 4k polys and is in real-time GI.

Friday, February 5, 2016

Working with both Real-time/baked GI on transparent objects

This is the start of a new Unity 5 project using 5.3.1f1. Setting up the scenes for VR.

I am working with a new workflow of importing each asset individually into the Unity project so that there is a more granular control over the lightmap parameters. Before I was bringing every asset into Unity as one FBX (continuing from an older pipeline) which worked okay, but that isn't the case now. 
Camera Post-Processing:

Antialiasing: FXAA1 Preset A - I do have Super-Sampling SSAA but it's a little heavy right now.
SSAO: High Sample count with an intensity of 1.3
SSRR: Custom settings 

SE Natural Bloom & Dirty Lense: Bloom Instensity of 0.03
LUT: Force or Clarity which is being used in the image above. Those two look up textures have a nice balance of saturation and tonemapping without being too washed out.
Tonemapping: Photographic of 1.25 exposure.

I am using these same camera settings on this scene here that I did as a test, though this is a still of a real-time lighting setup. FPS was about 35 which isn't good enough:


Baked GI:


Working with settings using these updated assets that also have transparent textures i.e. leaves.

Right now it is running at 65ish FPS. But this uncompressed at 3x1024x1024px 32MB directional lightmaps. I will try compressing it but hopefully this wont introduce artifacts on the baked lightmap.

Real time GI : Update on foliage scene with occlusion culling:
The batching and FPS aren't too far apart being either on or off.