Search Unity

ArchVizPRO Interior Vol.1

Discussion in 'Made With Unity' started by ArchVizPRO, Aug 5, 2015.

  1. ArchVizPRO

    ArchVizPRO

    Joined:
    Apr 27, 2014
    Posts:
    457
    00002261Image.jpg
    00000488Image.jpg
    00002804Image.jpg
    00006553Image.jpg
    Main Camera (9).jpg

    My last Unity 5 work. Hope you like it.
    - 3D models 3dsMax
    - Texture and shader Substance Painter
    - Light and FX Unity 5

    I use advance free (Github) effect for this project :
    - SMAA
    - LightShaft
    - Planar Reflection (ground)
    - SSR reflections

    You can find it here:
    http://u3d.as/content/arch-viz-pro/arch-viz-pro-interior-vol-1

    And here the animation:
     
  2. TwiiK

    TwiiK

    Joined:
    Oct 23, 2007
    Posts:
    1,729
    Gorgeous.

    Is the lighting baked or real time?

    The light shafts look a bit out of place would be my only complaint.

    Is there anything in the project or in the video that requires middleware to work or look like that? In other words, is there any trickery here? :) You mention substance painter. Does that mean you need it to use or modifiy the textures/materials? Just curious. Not really sure what substance painter is. :p

    Is the bloom/ssao or any other image effects not Unity's default? Apart from the ones you listed.

    Edit: And to avoid the fury of the "Unity has no decent AA" people you could have super sampled the video. :p
     
  3. ArchVizPRO

    ArchVizPRO

    Joined:
    Apr 27, 2014
    Posts:
    457
    Hello
    Light is all realtime, nothing baked.
    All 3d models are lowpoly, i use substance painter for bake normalmaps from highpoly and to make the texture/shader.
    I use only Unity default shader/effect, and some free effect available on Github:
    -https://github.com/cCharkes/UnitySSR
    -https://github.com/robertcupisz/LightShafts
    -https://github.com/Chman/SMAA-Unity
    -https://www.assetstore.unity3d.com/en/#!/content/39941
    To avoid antialiasing i output the animation to 4K.. but still there are some flickering.
    Seems that Unity will release soon new Antialiasing.. we will see...
     
  4. TwiiK

    TwiiK

    Joined:
    Oct 23, 2007
    Posts:
    1,729
    Wow, really cool.

    Does that mean you can freely rotate the sunlight in that scene?

    I may get this to reverse engineer it a bit. :p This is one of the most realistic looking works I've seen in Unity. And knowing it will only look better with proper image effects from the asset store makes it even more tempting.
     
  5. ArchVizPRO

    ArchVizPRO

    Joined:
    Apr 27, 2014
    Posts:
    457
    Yes every lights in the scene is realtime.
    You can turn off/on sun and rotate rotate it.
    Also the ceiling ligths are realtime.
    And yes, you can use advance effect from Asset Store to make it more beauty.
     
    TwiiK likes this.
  6. arqdantas

    arqdantas

    Joined:
    Jun 30, 2015
    Posts:
    4
    It's amazing how you get so clean edges!
    And this a build? And the images are from the build?

    Because the look is awesome!
     
  7. ArchVizPRO

    ArchVizPRO

    Joined:
    Apr 27, 2014
    Posts:
    457
    Hello
    Yes all images are taken from the final project.
    The animation setup is not included (since i use third party plugins for camera movements), but in the project you can find 5 camera setup (with all respective setup/effect). I use SMAA for antialiasing, and the animation was exported at 4K (than downsized for youtube).
     
  8. kenshin

    kenshin

    Joined:
    Apr 21, 2010
    Posts:
    940
    Really cool!

    Bravo, complimenti :)
    Stefano
     
  9. ArchVizPRO

    ArchVizPRO

    Joined:
    Apr 27, 2014
    Posts:
    457
    Grazie mille!
     
  10. ZJP

    ZJP

    Joined:
    Jan 22, 2010
    Posts:
    2,649
  11. zenGarden

    zenGarden

    Joined:
    Mar 30, 2013
    Posts:
    4,538
    That's impressive :cool:
     
  12. David-Berger

    David-Berger

    Unity Technologies

    Joined:
    Jul 16, 2014
    Posts:
    745
  13. ArchVizPRO

    ArchVizPRO

    Joined:
    Apr 27, 2014
    Posts:
    457
    Thank you to all!
     
  14. Deleted User

    Deleted User

    Guest

    Very good job. By the way, will demo be available for free download ? Project file is payable (*unitypackage), but I think about compiled 64-bit executable. It would be nice to compare your impressive work done in Unity3d with Unreal Engine 4 (Unreal Paris demo etc.) or CryEngine 3 (Baron Haussmann Tech demo).
     
  15. ArchVizPRO

    ArchVizPRO

    Joined:
    Apr 27, 2014
    Posts:
    457
    Hello. Sorry but for now the only way to get it is from Asset Store.
    Yes I am going to release soon an executable, where you can play in realtime with lights settings. Also an Oculus Rift and GearVR version is on the way.
    Stay updated!
     
  16. yezzer

    yezzer

    Joined:
    Oct 30, 2009
    Posts:
    143
    @Argenzio - Any idea when that Oculus / Gear VR version might be released?
     
  17. JDMulti

    JDMulti

    Joined:
    Jan 4, 2012
    Posts:
    384
    Really interesting into the Oculus Rift but especially the Gear VR version. If you got a Gear VR version project in available, I'm willing to buy it, even if it's not in the assetstore yet. Let me know ;)
     
    yezzer likes this.
  18. ciarand

    ciarand

    Joined:
    Apr 13, 2015
    Posts:
    3
    Really nice, well done! I think personally I'd soften the AO a touch, but that's just me!

    Coming from an architectural background, and having worked in arch viz for a few years also, I keep meaning to give some realtime arch viz a try! When you see some of the projects like this from Unity or Unreal, it really doesn't make much sense to me for spending hours/days rendering unless you really really need that extra realism. Majority of clients would be thrilled with the above images. I know it takes time for unwrapping etc which offsets the benefits of the real time rendering, but only for your first few projects, then you can always reuse those assets as you build up a library.

    Anyway, sorry for rambling :) Well done, great work!
     
  19. JDMulti

    JDMulti

    Joined:
    Jan 4, 2012
    Posts:
    384
    Any progress on the Gear VR version? Just curious. ;)
     
  20. shwa

    shwa

    Joined:
    Apr 9, 2012
    Posts:
    461
    Hi,

    Bought this 5 days ago. ArchVizPRO1.03. Screenshots and video are beautiful!

    Am using Mac OSX.
    Unity 5.2

    In Unity authoring, the lighting doesn't look at all like what is shown at the top of this thread.

    Got this error message multiple times:

    Setting mipmap mode of already created render texture is not supported!UnityEngine.RenderTexture:set_useMipMap(Boolean)PlaneReflection:OnWillRenderObject() (at Assets/ArchVizPRO_Interior_01/3DFX/Unity-Blacksmith/PlaneReflection/PlaneReflection.cs:200)UnityEditor.DockArea:OnGUI(

    Any idea how to fix this or will the next ArchVizPro update address this?

    As well, are there other things one needs to do in Unity to get the lighting that is shown in this forum thread?

    thanks,

    Shwa
     

    Attached Files:

  21. ArchVizPRO

    ArchVizPRO

    Joined:
    Apr 27, 2014
    Posts:
    457
    Hello
    First setup the project as the PDF (Deferred and Linear).
    Be sure that "Auto" in Lighting Windows is enabled.
    Than you must wait untill Unity finish the baking process (usually less than 1 hour).
    You can see the blue progress bar on right bottom.
    After finish light will be ok.

    About the error i think is the PlaneReflection.cs, from Unity blacksmith demo that have problems with Mac.
    I will adress this issue in next version.

    If you have any other problem please let me know,
    Best regards
    ArchVizPRO
     
  22. seanmoebeal

    seanmoebeal

    Joined:
    Aug 25, 2015
    Posts:
    38
    Gorgeous!
     
  23. georgeq

    georgeq

    Joined:
    Mar 5, 2014
    Posts:
    662
    Amazing... I'll definitely use this if I ever get involved in an architectural visualization project.

    Great job, congratulations!
     
  24. giraffe1

    giraffe1

    Joined:
    Nov 1, 2014
    Posts:
    302
    Is this done with u5 standard shader? or is it custom shader?

    Is the lighting real-time dynamic or baked?

    Can this level of gfx be achieved in a full fledged game targetting high-end pc users? or is this more for renders mainly?
     
  25. ArchVizPRO

    ArchVizPRO

    Joined:
    Apr 27, 2014
    Posts:
    457
    Thank you!
    Yes only Unity Standard Shaders, and Lighting is Precomputed Realtime GI (Directional).
    All object are lowpoly, and everything is quite optimized.
    With Camera Effect off could runs also on high-end mobile devices.
    ArchVizPRO
     
    giraffe1 likes this.
  26. TwiiK

    TwiiK

    Joined:
    Oct 23, 2007
    Posts:
    1,729
    I'm getting the same error:
    I'm on Windows 7. I bought this project more or less only to see how you did the planar reflections so it's a bit disappointing they are throwing an error. :p It comes every frame in the log it seems. And even when I'm not in play mode. I'll see if I can figure it out. I've been fiddling with planar reflections all day.

    Computing the GI in the scene only took 15 minutes for me. Guess it's finally paying off that I bought that 12 core extreme edition CPU years ago. :D
     
  27. TwiiK

    TwiiK

    Joined:
    Oct 23, 2007
    Posts:
    1,729
    Hmm, why did you add that line? I compared the script included with the blacksmith demo with yours and the only difference was that line. It seems all it did was cause that error.

    I removed it and everything is working now.

    Edit: 2000 fps if I disable all the image effects and the planar reflections, and it still looks very good. :) There's a lot to learn from here, I think.
     
    Last edited: Nov 29, 2015
  28. ArchVizPRO

    ArchVizPRO

    Joined:
    Apr 27, 2014
    Posts:
    457
    Hello
    Version 1.0.4 is on the way with fixed planar reflection.
    Glad you make it works before the update :D.
     
  29. ArchVizPRO

    ArchVizPRO

    Joined:
    Apr 27, 2014
    Posts:
    457
  30. nilrith

    nilrith

    Joined:
    Oct 1, 2016
    Posts:
    5
    i'm switch from gamma to linear. in editor it look nice but when i build to my Oculus GO it all look dark. thank you.
     
  31. ArchVizPRO

    ArchVizPRO

    Joined:
    Apr 27, 2014
    Posts:
    457
    Hello. I am not sure you can use Linear on Oculus GO.
    I had the same problem for GearVR.
     
  32. nilrith

    nilrith

    Joined:
    Oct 1, 2016
    Posts:
    5
    yes, i'm back using to gamma now, i hope using linear is fixed all glass materials reflection and it not. i think it's Oculus's Problem. thank for replay.