Book Image

Unity for Architectural Visualization

By : Stefan Boeykens
Book Image

Unity for Architectural Visualization

By: Stefan Boeykens

Overview of this book

Architects have always relied on drawings, renderings, and sometimes even movies to present their design concepts to clients, contractors, and other stakeholders. The accessibility of current game engines provides new and exciting possibilities to turn any design into an interactive model that anyone can experience at their own pace. "Unity for Architectural Visualization" explains how you can create compelling, real-time models from your 3D architectural project. Filled with practical tips and in-depth information, this book explains every step in the process, starting from the very basics up to custom scripts that will get you up to the next level. This book begins with a general overview of the Unity workflow for architectural models. You will start with a simple project that lets you walk around in your design using basic Unity tools and methods. You will then learn how to easily get convincing lightning effects on your scene. You will then set up a basic navigation system in your project, and not only this; you will also cover some tips and tricks to take navigation to the next level. You will quickly learn how to fine-tune the shaders and how to set up materials that are a bit more advanced. Even when you finish Unity for Architectural Visualization, this book will make scripting easier with reusable examples of scripts that can be applied in most projects. After reading this book, you will be comfortable enough to tackle new projects and develop your own.
Table of Contents (15 chapters)
Unity for Architectural Visualization
Credits
About the Author
Acknowledgement
About the Reviewers
www.PacktPub.com
Preface
Index

Adjusting basic textured materials


As we have already seen in the previous chapters, Unity adds materials for all applied textures and colors in imported models. However, as the materials defined in CAD or BIM exports tend to be fairly basic, Unity has little information to define a dull color and texture map, using the default diffuse shader.

Note

Every material in Unity is controlled by a "Shader". This is a series of instructions, written in an interpreted language that gets compiled into GPU instructions. Common shaders use textures, for example, color and/or bump mapping.

The first thing to do is to check the imported materials to ensure all textures are really defined and found. Ensure imported models have integrated UV coordinates to define how the texture is mapped onto the geometry. If you use different textures, you might need to adapt the scaling (tiling). Since materials are shared between objects, this affects all objects that reference the same material.

The Diffuse shader only...