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Thread: Realtime Arhcviz Tech Demo w. Unity

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    Junior Member arturleao's Avatar
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    Default Realtime Arhcviz Tech Demo w. Unity

    Rendered in realtime with Offline Render using Unity 5.6.1f1



    wip_rt_01.jpgwip_rt_02.jpg

    Check 4k stills here http://www.ycdivfx.com/work/realtime...z-tech-demo-2/
    emilyolman likes this.

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    Default Re: Realtime Arhcviz Tech Demo w. Unity

    Artur some of those camera moves at the beginning were hard to watch, I'm still a little queasy.
    I make fake things for real people to convince them fake things are real.

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    Junior Member arturleao's Avatar
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    Default Re: Realtime Arhcviz Tech Demo w. Unity

    Hi, that was somewhat the point, to be a bit confusing :P Sorry about that though! You certainly wouldn't want to watch our reel (and please don't if you have epilepsy or something like that)

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    Default Re: Realtime Arhcviz Tech Demo w. Unity

    I'll keep that in mind, what was the total time you spent working on this project? I'm trying to get a feel for how doing an animation project in Unreal compares to doing one in Vray.
    I make fake things for real people to convince them fake things are real.

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    Junior Member arturleao's Avatar
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    Default Re: Realtime Arhcviz Tech Demo w. Unity

    Taking into account that the scene was already build in 3dsmax, it took us 1 week from that to final video. Mostly doing object optimization, shaders and lighting and the creation of the video itself.

    The scene can be much more optimized but it was good enough for what we where looking for. Runs at 60fps @ 4k currently.

    FYI we tried to do the same scene in Unreal but it was taking us more time so we kind of abandoned the project. We're not that savvy in Unreal though.

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    Junior Member kenpimentel1's Avatar
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    Default Re: Realtime Arhcviz Tech Demo w. Unity

    We are close to publicly announcing a 3ds Max to Unreal workflow. Look for references to "Project Nile". Basically, single export/import to UE4 and works with Vray/Corona/etc. materials, cameras, lights.

    A project like this, would probably take a few minutes to export/import. Then you bake and you're mostly done. Seriously.

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    Junior Member arturleao's Avatar
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    Default Re: Realtime Arhcviz Tech Demo w. Unity

    I'm pretty sure Max2Unreal and now the autodesk solution with the 3dsmax Interactive will be very interesting and valuable Ken. But when you have a client that wants to run a high quality archviz scene at 60 fps on PC, Android, iOS and WebGL, a simple export will not suffice. Unity could also handle the scene with a simple export and then bake but that beats the purpose of having it running at high FPS with a modest graphics card.

    Again, I'm pretty sure the project is interesting but lets not mix apples with oranges.

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    Junior Member arturleao's Avatar
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    Default Re: Realtime Arhcviz Tech Demo w. Unity

    Having that said, two things though. You can use a solution like that to replace an offline rendering workflow, which in that case using either Unreal or Unity would be very similar, exporting, then baking stuff. Or you're already working with assets optimized for realtime rendering and in that case the turnaround will also be much faster.

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    Junior Member kenpimentel1's Avatar
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    Default Re: Realtime Arhcviz Tech Demo w. Unity

    Well, I just saw on our beta a 4M poly scene with 170 objects running at 90fps. This was created in Corona. No tweaking, customer did the export and then the import. He shared the Corona images and the Unreal images. I think you'd be pleasantly surprised at how closely they matched. He was surprised, and he's a visualization expert like yourself.

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    Junior Member arturleao's Avatar
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    Default Re: Realtime Arhcviz Tech Demo w. Unity

    I'll be happy to stand corrected if the workflow becomes more simple and I can get high FPS on all platforms.

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