$400 Asset Store voucher. Showcase in one of Unite Singapore, Australia or India 2018, Made with Unity Social Highlight
Updated a year ago
1.6 K
Hi everyone! In my submission I would like to try the new features of Unity 2018.
Asset List:
Post Processing Stack
High Definition Render Pipeline
FBX Exporter
Vertex Paint
Quixel Megascans
Houdini Engine
In Cinemachine I used a direct dolly track for all shots

In Post Processing, I used a new feature blend post processing volume.

I made simple road tool in Houdini. I used procedural vertex color for auto colorize in Unity.
Nice shots
Fire improve and Added character.

Fire test.
To begin I simulated a fire for houses and trees in Houdini and looped it. Then several flames was rendered to a texture atlas 8x8 and exported to Unity.
Post-Processing tweaks.

Cinemachine and Timeline.
I have a problem with Unity Recorder so while I make screen recording. Apparently I will have to transfer the project into the final version of Unity 2018.1

Scattering tool.
Have some trouble with speedtree's materials + HDRP. Some props test.
Description of the photogrammetry process:
My equipment: Camera Nikon D3200, Quadcopter DJI Phantom 3.
I photographed the building from all sides, I took photos at 4 different height levels through each metr, at each level I got three photos (left, straight, right) 1) the camera above the head is aimed at the roof 2) the camera at the head level is aimed at the roof 3) the camera on the breast level is straight 4) photographed squatting, camera is aimed straight. You required photos of the corners of the house, so that the program can better stitch images. (you can look at the map of the camers around the house, look at the white squares on the gif bellow), I also made photos from the quadcopter so that the model can be build with the roof (about this in the end).
Then uploaded to the program Reality Capture, right there it has very good teaching material, instruction and documentation how to upload photos and make a model, you just need to follow it.
1) Upload pictures.
2) Click the Align button (I recommend doing this twice, the second time it's better.)
3) Most often we get a few parts, we need to sew them into one, for this, on the pictures should be placed "control points". Search for the same elements on different parts. and manually indicate to the program that this is the same point. (I recommend using contrast points, the corners of windows, some notable, unique elements are suitable)
4) Create a model. To make sure that all is well I use Preview generate, If everything is coolI I use Normal Detail button with the standard settings (Of course, you can use High Detail), I get a very strong polygonal model. (Leave it, it will come in handy later.)
5) It is necessary to simplify the model. Right in the program there is a button for this. I do this in several stages. As an example, 80kk-> 30kk-> 5kk-> 500k-> 100k
6) Of course the program itself would have done a sweep. But we need a sweep for Unity. I chose these settings. in the end I get 4 materials with 8k textures in Unity. (It's also possible to do your own low-poly model with sweep and load it, but after a few hours I could not do it, I got a mistake and I abandoned this)
7) Launch the render of textures and wait
8) Export the mesh
9*) I was lucky with the weather, it was overcast. But ideally, you need to do the "De-lighting". The process is well described here: (Unity Photogrammetry Workflow - 5.4 Textures baking)
10) Bake the Normal Map, AO, for this I use the Substance Painter program. Here we will need a high-poly model from Reality Capture (from step 4). You can also try to make Smoothness, manually or in such a way: Take an anchor point with a base color and use it as roughness, adjust the levels and manually paint roughness or fix texture. (It turns out of course is not ideal, but fast way) Or you can simply set the smoothness to 0.05.
11) Manually clean up model, make LODs if you need.
12) Import model in Unity.
Compare with\without quadcopter photos.
There are bugs because the program does not know where the border of the model is from above, and the drone's photos give this information.
If you interested, write to me in PM, I'll send you the Reality Capture's source files.
Unfortunately, Terrain is not supported by HDPR (I want to use it in my project), so I had to invent terrain in Houdini.
On the site I downloaded the area of the map that I needed, with the help of Houdini's GameDev Tools I made a terrain.

Learning Layered Shader.
I drew R mask in Substance Painter by hand, I made G and B mask using procedural fill in SP. Then I use this RGB mask in layered shader in Unity. (Black color is Main Layer in shader)
Test vertex paint blend. I drew vertex color in Houdini, then export in Unity. (I hope I can use procedural houdini paint, to colorize terrain mesh and don't do it manually)
I make first test fire.

DAY 1:
I want to practice a photogrammetric pipeline in Unity and create a destroyed village. I walked around my village in search of destroyed or burnt houses and took a photos.
Vasa Zinchuk
Environment - Artist
a year ago
3D Technology & Innovation Lead
Hey mate epic use of photogrammetry and simulation! Are you mixing in megascans as well? Are you putting people in?
Matt Baeriswyl
a year ago
Sole Dev
Thats an awesome write up. Thank you.
Vasa Zinchuk
a year ago
Matt BaeriswylThe photogrammetric buildings look great. Do you have any blog posts or anything on how you achieved it?
Hi, Matt, as promised, I wrote a short post of photogrammetry. Check it out. I hope you find it useful.
Vasa Zinchuk
a year ago
Matt BaeriswylThe photogrammetric buildings look great. Do you have any blog posts or anything on how you achieved it?
Hi Matt! I didn't think that it would be interesting to someone) To begin, you can read this guide from Unity: I'll try to describe my steps briefly on the weekend for you.
Matt Baeriswyl
a year ago
Sole Dev
The photogrammetric buildings look great. Do you have any blog posts or anything on how you achieved it?