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[RELEASED] ArchVizPRO Interior Vol.4

Discussion in 'Assets and Asset Store' started by ArchVizPRO, Oct 27, 2016.

  1. ArchVizPRO

    ArchVizPRO

    Joined:
    Apr 27, 2014
    Posts:
    395

    ArchVizPRO Interior Vol.4
    brings to you a modern house, build in every single detail.
    The apartment is fully furnished and includes a complete environment system.
    The scene is high optimized, and use Baked GI, perfect for a smoot and immersive VR experience !
    All furniture and props are highly detailed and can be reused in any other project.

    Asset Store Page

    Features:
    - Fully explorable interior
    - VR Ready (Oculus, Vive, GearVR, Daydream)
    - Mobile Ready (Android, iOS)
    - Baked GI
    - HD Texture
    - Post Processing Stack
    - 3 LUT textures
    - Custom shader for grass

    ArchVizPRO, your secret weapon for Achitectural Visualization !
    15v2.jpg 5.jpg 6.jpg 8.jpg 10.jpg
     
    Last edited: Nov 22, 2016
  2. kenshin

    kenshin

    Joined:
    Apr 21, 2010
    Posts:
    923
    Really cool, great work as usual!!! :)
     
  3. Archviz3d

    Archviz3d

    Joined:
    Apr 4, 2016
    Posts:
    92
    Fantastic :) !!! Looking foward :) do you know when youll have it on the store?
     
  4. shwa

    shwa

    Joined:
    Apr 9, 2012
    Posts:
    447
    Just bought it. Great work, as usual.

    I'm unfamiliar with the guts of baked lighting.

    What is the workflow to integrate this with a realtime lighting solution like Unistorm or Time of Day?
    Meaning, is it possible to keep the lighting /image quality at the same stunning level when using realtime light changes?

    thanks.
     
  5. Bruder

    Bruder

    Joined:
    Aug 9, 2014
    Posts:
    55
    HI, i want to know what does it mean: "VR ready"?
     
  6. ArchVizPRO

    ArchVizPRO

    Joined:
    Apr 27, 2014
    Posts:
    395
    Hello Shwa
    Basically Precomputed Realtime Gi and Baked have the same quality.
    Baked is only faster because all shadows are baked into lightmap.
    Just turn OFF Baked and ENABLE Precomputed Realtime GI.. you will see no changes.
     
  7. shwa

    shwa

    Joined:
    Apr 9, 2012
    Posts:
    447
    Thanks!
     
  8. ArchVizPRO

    ArchVizPRO

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    Apr 27, 2014
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    Yes you are right... I think I must specify better in the description.
    For VR Ready I mean the scene is tested in VR on various devices .. and runs smoot.
    A lot of effort was spend to optimize as much as possible.. to make it works also on older devices.
     
  9. Skyfly

    Skyfly

    Joined:
    Jan 25, 2014
    Posts:
    107
    Beautiful take on the Farnsworth house! I like your taste!
     
  10. Detniess

    Detniess

    Joined:
    Oct 28, 2014
    Posts:
    46
    Could you tell a bit more about the custom shader for grass? :)
     
  11. Luke-yang

    Luke-yang

    Joined:
    Mar 20, 2015
    Posts:
    3
    Android phone frame rate is how much,
    Corresponding to the phone model is, thank you.
     
  12. MS_3D

    MS_3D

    Joined:
    Sep 18, 2014
    Posts:
    5
    Hi, the seamless environment looks very impressive. I think it´s a 360° HDRI, projected on 3d geometry can you tell me how you have made this.
     
    buttmatrix likes this.
  13. frankeehm

    frankeehm

    Joined:
    Dec 16, 2016
    Posts:
    1
    Great asset. Bought it last week and I've learned a lot from this scene. Question though, what software/plugins do you use to create them amazing UVW maps?
     
  14. intropy

    intropy

    Joined:
    Jan 5, 2015
    Posts:
    5
    Hi Argenzio, looks like impressive work but there are a few problems - as you can see in the screenshots attached. This happens most, but not all, this times that I click the 'play' button.

    Can you help?
    cheers

    Screenshot (184).png Screenshot (185).png Screenshot (185).png
    Im running it in Unity 5.5.0f3, on a windows 8 PC
     
  15. intropy

    intropy

    Joined:
    Jan 5, 2015
    Posts:
    5
    ok so the problem goes away if I check 'precomputed realtime GI' - did I misunderstand the instructions? cheers
     
  16. emreboz3434

    emreboz3434

    Joined:
    Jan 21, 2017
    Posts:
    3
    Hello there

    Which scene should we use for google cardboard vr? And what settings should we make? For realistic rendering
     
  17. emreboz3434

    emreboz3434

    Joined:
    Jan 21, 2017
    Posts:
    3
    For this package, please make a tutorial for google vr sdk :) Please :)
     
  18. manfromwest

    manfromwest

    Joined:
    Jan 24, 2017
    Posts:
    1
    Hi
    I am the beginner of both unity and SteamVR
    So please understand about this question

    From the info.pdf
    I do not understand this part. Download SteamVR from Asset store.
    Drag 3D PREFAB / Player / Player_Vive on House floor.

    I downloaded steam vr plugin and make the folder
    3D PREFAB / Player / Player_Vive on House floor
    and copy steamvr folder into 3D PREFAB / Player / Player_Vive on House floor

    nothing happen... What shall I do next ?

    I am now using CameraRig in Steamvr plugin cannot transport...
     
  19. jeven

    jeven

    Joined:
    May 22, 2015
    Posts:
    1
    真不错,只是在VIVE下,如果头盔上下看的时候会有色差变化,不知道是什么原因。
     
  20. 4sascha

    4sascha

    Joined:
    Mar 9, 2017
    Posts:
    45
    Hello,

    Unfortunately the scene doesn’t scene bake under.

    Unity 5.5.1f1 (64-bit)

    Tested on 3 Unity 5.5.1f1 installations.

    Scene bakes without problems under 5.4.2f2.
    Could you please check it.
    Detailled description i sent to 'info@OneirosVr.com' on monday.
    There was no response.

    best,

    Sascha
     
  21. rmuk

    rmuk

    Joined:
    Feb 18, 2015
    Posts:
    39
    I'm having the same issue as @intropy it looks like the textures being generated by the lighting bake aren't mapping correctly for some reason.

    EDIT: I think i've found a "fix". If you un-check auto-generate in lighting, a box will show up under the global map tab for the lighting data asset. Click on that and select the included asset, then rebake the lighting.

    EDIT2: Also had to lower the alpha values on the Albedo for the window textures as the baked reflection was completely occluding the outside. Additionally, it seems like most of the interior elements aren't set up to bake into that reflection.
     
    Last edited: Mar 10, 2017
  22. optimise

    optimise

    Joined:
    Jan 22, 2014
    Posts:
    720
    Hi @Argenzio. Does this asset uses Unity lighting to bake instead of external lighting such as Metal Ray?
     
  23. MNTWRVFX

    MNTWRVFX

    Joined:
    Oct 25, 2016
    Posts:
    1
    Did this solve the issue for you? I am having the same problem.
     
  24. DrummerB

    DrummerB

    Joined:
    Dec 19, 2013
    Posts:
    108
    Hi! How modular is this asset pack? Are the cupboard doors and drawers separate meshes so they can be scripted to be opened? Thanks.
     
  25. Detniess

    Detniess

    Joined:
    Oct 28, 2014
    Posts:
    46
    Hi @Argenzio could you show how to setup the included grass shader for the terrain? I would like to try your grass in another scene :)
     
  26. eagamedev

    eagamedev

    Joined:
    Jun 23, 2016
    Posts:
    14
    Sorry for the next silly question. But does this asset include the scene, lights and all the lighting configuration? So I can buy it, build it into an android app and use it?
    Or is there any work I should do before I can use this?
    Thank you!
     
  27. ArchVizPRO

    ArchVizPRO

    Joined:
    Apr 27, 2014
    Posts:
    395
    Hello
    Yes, in the project you will find 3 scene setup (Desktop, Mobile, VR).
    For Mobile, depending on your hardware, you may only want to to decrease texture size.
    Let me know if you need any other info
    Regards
     
  28. nonopblic

    nonopblic

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    Nov 27, 2016
    Posts:
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    Hi @Argenzio I am considering to buying this asset.
    Some people said that there was a problem about light bake in version 1.0.

    Has these problem solved in ver 1.1 (May 04, 2017)?
     
  29. ArchVizPRO

    ArchVizPRO

    Joined:
    Apr 27, 2014
    Posts:
    395
    Hello
    The problem was about a Unity 5.5 bug in baked lightmaps. But It has been fixed from Unity 5.6.
    Best regards
     
  30. nonopblic

    nonopblic

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    Nov 27, 2016
    Posts:
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    Hello
    Thank you for your reply. I will buy it.
    Best regards
     
  31. b_game_studios

    b_game_studios

    Joined:
    Aug 16, 2017
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    Do your assets use Def / Linear rendering pipeline?
     
  32. ArchVizPRO

    ArchVizPRO

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    Apr 27, 2014
    Posts:
    395
    Hello
    Yes the project is optimized for Linear workflow.
    Standard scene (Standalone Windows) is in Deferred.
    The VR scene (Vive, Oculus) is in Forward.
     
  33. spleen1334

    spleen1334

    Joined:
    Jul 22, 2017
    Posts:
    3
    Hello I've bought your asset from store (Great job btw).

    But unfortunately I'm having some problems running it on 2017.2.

    After generating lighting it doesn't look good, it looks very dark and like its missing some light.
    Also there is one issue with Missing mono script on Player object.

    Can you provide any update/assistance.
     
  34. ArchVizPRO

    ArchVizPRO

    Joined:
    Apr 27, 2014
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    395
    Hello
    Do you follow the included PDF for a correct project setup ?
    Could you please send me some screenshot of the issue?
    Thank you!
     
  35. spleen1334

    spleen1334

    Joined:
    Jul 22, 2017
    Posts:
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    My bad, didn't see those extra steps I'm on them now. Consider this false alarm.
    If I still have any problems I will write on this thread.

    Thank you for quick assistance.
     
  36. GxBANGER92

    GxBANGER92

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    Sep 22, 2013
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    Hey, what FPS are you running with VR? And what specs are your rig?
     
  37. ArchVizPRO

    ArchVizPRO

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    Apr 27, 2014
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    395
    Hello
    The scene is high optimized.
    With a GTX 1070 I get more than 120 fps, with Renderscale X2 (double full hd resolution).
    If you have a lower video card just use Renderscale X1.
    Inside the package you will find a PDF with instruction how change it.
    Regards
     
  38. ersaurabh101

    ersaurabh101

    Joined:
    Oct 8, 2010
    Posts:
    405
    can you provide apk link to test the fps performance on android please
     
  39. renski

    renski

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    Sep 27, 2013
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    anybody was able to succesfully deploy for samsung vr, it is giving me a "quit unexpetedly" when running after the build and i tried evertything included in the pdf guide.
     
  40. ArchVizPRO

    ArchVizPRO

    Joined:
    Apr 27, 2014
    Posts:
    395
    Hello
    Seems you go out of ram.
    What device are you using for GearVR ?
    Do you build from the mobile scene with mobile quality settings?
    Let me know
    Regards
     
  41. haltor

    haltor

    Joined:
    May 22, 2017
    Posts:
    4
    Hey Argenzio,

    I own both your V3 and V4 packages, but when I try to have both in the same project as separate scenes, I'm having issues with some prefabs/textures etc. Some objects' scale comes in way off, some materials go blank and some models are missing. Especially prefabs that that both scenes have, like the Mies chairs.

    What do we need to change to make sure everything loads properly? This is for desktop VR by the way if it makes a difference.

    Thanks.
     
  42. sapizon

    sapizon

    Joined:
    Dec 7, 2018
    Posts:
    10
    Hello,

    I would like to know a few things and appreciate your feedback on these.
    1. Will this asset support mobile VR?
    2. Is this asset optimized for mobile VR?
    3. Are there any separate scenes available for mobile VR?
    4. Will this asset support Oculus GO?

    Thanks,
     
    Last edited: Jan 25, 2019
  43. DANNAD123

    DANNAD123

    Joined:
    Jan 13, 2019
    Posts:
    8
    I'm learning Unity and would like an answer to this. Could someone please detail how this is done?
     
  44. ArchVizPRO

    ArchVizPRO

    Joined:
    Apr 27, 2014
    Posts:
    395
    Yes it's a 360 image projected on a 3d geometry.
    The projection is quite simple, I used a Spherical UV in 3dsMax. The hard thing is to make the geometry match the 360 image...
     
    DANNAD123 likes this.
  45. R3ynald

    R3ynald

    Joined:
    Nov 30, 2018
    Posts:
    2
    good work all ok, when using in vr mobile mode the player does not move, only stays static in a single angle.
     
  46. ArchVizPRO

    ArchVizPRO

    Joined:
    Apr 27, 2014
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    What SDK are you using?
     
  47. R3ynald

    R3ynald

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    Nov 30, 2018
    Posts:
    2
    problem solved, it does not run in unity play mode but when exporting it to the mobile device it runs normally. Thank you
     
  48. bdeschryver

    bdeschryver

    Joined:
    Jun 13, 2013
    Posts:
    60
    Hey guys,

    can this project be used on Unity 2019.4 LTS ? (mobile version of this package, to be used for quest dev).
     
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