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Unity for Architectural Visualization
Unity for Architectural Visualization

Unity for Architectural Visualization: For architects the walk-around 3D computer visualization is a fantastic marketing tool. This tutorial shows you how to use Unity to achieve modeling skills through step-by-step examples. You'll find the acquired expertise invaluable.

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Unity for Architectural Visualization

Chapter 2. Quick Walk Around Your Design

This chapter will briefly go over the full process of loading a CAD or BIM model in Unity, setting up scaling and colliders, adapt some common materials, and add a general lighting setup. We add a basic navigational control setup to walk around, and hit play to walk around our design.

Further chapters will go into more detail on how to improve the visual quality and how to add more interactivity, but if you have time for only one single chapter, this chapter will at least get your project in a usable state, with only a minor effort.

In this chapter, we will cover:

  • Project setup

  • Loading a model

  • Meshes and materials, or shaders

  • Adding sun light

  • Add navigation

Setting up an (almost) empty Unity project


The first thing you need to ensure is that you have a 3D model that you want to explore and you have a way to export it into one of the Unity supported formats. Please revisit Chapter 1, An Integrated Unity Workflow, to get more insight into this workflow.

When you launch Unity, by default it loads the last project you worked on. If this is a fresh install, this is usually the sample project called AngryBots that was installed, but while impressive, it is way too elaborate to use as a starting point. Start this chapter by creating a new, empty project by navigation to File | New Project…, which opens the Project Wizard as shown in the following screenshot. To open this wizard directly, hold the Alt key while launching Unity.

From this dialog, we can import Packages that have been installed with Unity. Packages are compressed files that contain a series of ready-to-use Assets. Check the Character Controller package for this example and skip the others...

Loading up a CAD model


Whatever the program or workflow you use, you need to save a 3D model in a format Unity recognizes. You either save the model directly inside the Assets folder from within your modeling software Save As… or Export… dialog, but you can also drag the file onto the Unity project window. The end result is the same.

Can you show me, please?

We will illustrate this using Graphisoft ArchiCAD and Maxon CINEMA 4D. The workflow when using Autodesk Revit or AutoCAD in combination with 3ds Max is similar.

Since you cannot export from ArchiCAD to the recommended FBX or Collada formats directly, you need conversion software. While many modeling systems, including ArchiCAD, support exporting to 3DS (old 3D Studio for DOS format, before 3ds Max was created) or OBJ (old Alias Wavefront format, before Maya was released), these formats present certain limitations and make the update process cumbersome.

In the particular combination of ArchiCAD and CINEMA 4D, it is advised to use the Exchange...

Meshes and materials, or Shaders


Select the model in the Hierarchy Tab and fold out the small triangle to see the hierarchical outline of parent and child objects. When you select any of the child objects, it usually has a Mesh Filter containing the geometry, a Mesh Renderer, which has shadow settings and a list of assigned materials. For each material there is a separate Materials component, which displays the material properties. This is shown in the following screenshot:

Note

Beware that materials are shared between objects, so adjustments are effective on all objects that reference this material.

Most materials use the basic Diffuse shader or material definition and we will leave them for now. You could tweak the material for glass objects a bit, to emulate something more reflective, but we will look at this in more detail in Chapter 6, Shaders and Textures.

You can adjust the tiling and offset of the material component, but this has effect on every geometric object where this material...

Adding sun light


Without lighting the scene looks quite dark and dull. For architectural scenes and environments, you probably need a sun-like light source. We will add a Directional Light by navigating to GameObject | Create Other | Directional Light. This is a light source that emits light in one particular, parallel direction. Its position does not matter.

Press E to activate the Rotation tool and drag the colored circles of the Rotate Gizmo to point it downward, as direction is very important. This can be seen in the following screenshot:

While we said that position doesn't matter, it often makes sense to place the Directional Light slightly above the scene, with the rays pointing towards your design, as a visual clue for yourself.

You can adjust Color and Intensity to your liking. Slightly yellow with intensity between 0.5 and 1 is a good starting point. You can also activate the Shadow Type, which enables real-time shadows. Beware that this can be computationally expensive. Further setup...

Adding navigation using a first person controller


In most interactive 3D environments, you have a basic choice of two main navigational configurations when you want to walk around: first and third person perspective.

When Unity is installed, it comes with a set of packages that add assets for common tasks. If you forgot to check the Character Controller package when we initiated the game project, you can still do so from the Assets menu by navigating to Assets | Import Package | Character Controller.

In the Project tab, you can find the First Person Controller (FPC) in the Standard Assets | Character Controller folder. Drag it onto the Hierarchy or Scene window. Position it using the Move and Rotate gizmos where you want to start in the scene and ensure the bottom side of the Capsule geometry is slightly above the ground, to avoid falling through into the oblivion.

If there is no ground geometry in your project, you could add a Plane GameObject with Transform Position Y=0, to act as a simple...

Minding the gap


While the above sections are a minimal but complete overview of how to set up an interactive walk around your architectural model, some additional recommendations and tips are valuable, such as:

  • To walk around your model, provide a terrain or at least a slab to walk on. As an alternative, you can use a Plane or Quad GameObject or, even better, a Unity Terrain.

  • When you notice your character cannot get up the stairs or onto a slope, you will have to adjust the properties of the Character Controller component of the FPC, such as Step Offset and Slope Limit.

  • When you can see through the walls when you get too close to it, lower the Near Clipping Plane of the Camera component.

  • If your character cannot pass through a door opening, try lowering the Radius of the Character Controller component.

  • Unity sometimes freezes when characters collide with geometry that is too complex, for example, plants or furniture objects with a full Mesh collider. Replace the collider with a simplified one...

Summary


There we are. We made a complete, free-roaming, real-time environment from a CAD or BIM model. That was not too hard, was it?

When all you need is a quick walk through around a CAD model, this chapter will help you a lot. This chapter explained the basic steps of exporting your model into Unity and adding a sun and a navigation control system.

It is wise to have a fast and predictable recipe, as it usually works out fine, especially when you are pressed by a deadline looming around the corner. This basic setup is the minimum that is required for an interactive scene.

Job done? Not quite. What we have shown in this quick overview might be impressive for your very first project, but if it is needed to sell a design, there is much more to it! The next chapter will start with getting a better lighting setup, including shadows.

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Key benefits

  • Simple instructions to help you set up an interactive and real-time scene
  • Excellent tips on making your presentations attractive by creating interactive designs
  • Most important features of computer games covered, to develop compelling, interactive scenes for so-called ‚Äúserious games‚Äù

Description

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.

Who is this book for?

This book is written for students and professional architects who know how to model buildings in 3D and have a need to turn their design into an interactive model, even if you have never used Unity before. Experience with visualization and programming will be helpful, but is not required to follow along. You will learn all the basics throughout with the help of step-by-step examples. The majority of the examples work fine in any recent version of the Unity software, on Windows or Mac, but occasionally features of the Pro version are required.

What you will learn

  • Convert CAD or BIM models into Unity-compatible formats
  • Use the default Character Controllers to walk around your design
  • Configure light sources and use Lightmapping to bake lights and shadows into your model
  • Add a mini-map to display an overview of the design
  • Tweak the model import and other settings to improve performance
  • Use a shader to simulate a simple and convincing glass
  • Write scripts to open doors, move platforms, and display model information
  • Allow the users to switch cameras and materials using a GUI
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Publication date : Sep 25, 2013
Length: 144 pages
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Language : English
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Table of Contents

7 Chapters
An Integrated Unity Workflow Chevron down icon Chevron up icon
Quick Walk Around Your Design Chevron down icon Chevron up icon
Let There be Light! Chevron down icon Chevron up icon
Promenade Architecturale Chevron down icon Chevron up icon
Models and Environment Chevron down icon Chevron up icon
Shaders and Textures Chevron down icon Chevron up icon
Full Control with Scripting Chevron down icon Chevron up icon

Customer reviews

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Giancarlo Amati Nov 27, 2013
Full star icon Full star icon Full star icon Full star icon Full star icon 5
Finally The book I have been waiting for! As a Unity3D developer, this book is really useful and very well written. I loved the lighting section and I could create my own project in few hours! Thank you!
Amazon Verified review Amazon
Bow Dec 11, 2013
Full star icon Full star icon Full star icon Full star icon Full star icon 5
The author goes over the differences of traditional CAD software like AutoCad and 3D software like Unity 3D. In the first chapter he explains the workflow to get designs from AutoCad to Unity 3D and also explains common problems and pitfalls that architects could find when working with these programs.On the next chapters the author takes a hands on approach and the reader can begin creating a scene exported from a CAD software and imported into Unity 3D. With every chapter you can see you scene coming to life by adding lights, 3D navigation, 3D models, optimization of your scene and even you will learn a bit of scripting.The book is perfect for any architect and visualization artist who enjoys an hands on approach to learning a new tool. While the author goes over theory during the first chapter the rest of the book will have you working with your project and at the end you will enjoy your work of art. I found it an interesting read and easy to get into.
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Octavio Rezende Aug 30, 2017
Full star icon Full star icon Full star icon Full star icon Full star icon 5
Very good information on using the Unity engine for Architecture.
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Pico Parrot Dec 08, 2013
Full star icon Full star icon Full star icon Full star icon Empty star icon 4
Many years ago I was doing mechanical drafts for automotive parts. Even back then we had to deal with how to best visualizeitems we would draft in Auto-Cad in 3d and had to somehow make these parts "pretty" by some form of digital visualization.Obviously, that was way before more modern visualization software like Unity and we had to cut corners everywhere we go,often using multiple programs transferring data back and forth till we had something that would look good enough to presentto our customers.Since I been using Unity professionally for 5 years now as a programmer for video games I came across this title and I wascurious how non game professionals can use Unity for their visualization needs and how software has evolved since my daysin mechanical drafting.I basically entered the book with a clear mind and without the purpose that this book needed to teach my something that Iwill need. Since I have a pretty good graps of Unity from my professional work, I read the whole book on my train commutewithout having a copy of Unity at my disposal to see if I could follow the authors topics very easily. Except for a few pageswhere I had to read a sentence or a small chapter more than once, I have to say that the book is very well written and easyto follow for anything the author explains about the Unity engine. Anyone that has not used the Unity engine before shouldbe able to pick it up for the purpose of this book in no time. The reader is set up with a good base knowledge to exploreUnity in all its glory further if so desired.The author spends a good amount of in the early to mid chapters of the book to get the reader to understand theories and conceptsof what it takes to get architectural assets prepared to use in Unity. Multiple ways and software are explored, explained andthoroughly brought across. Specific technical terms are discussed and elaborated on as needed. While these concepts arecertainly necessary to understand, it made me wonder a little bit if those are concepts that should already be knowledge for areader of a book with such a specific title or not. I guess as with all technical books, the author wants to reach all levelsof readers. For more advanced readers that are already familiar with these concepts these parts might not be very helpful.The chapters in which the author goes into hands on use of Unity itself are again set up very easy to follow and structured. Acommon theme throughout the whole book I would like to mention. As a professional programmer, although I might be a little biasedhere, I thought that the chapter on scripting should have been a little bit more elaborated on. My complain here comes from thetitle of the book itself. When I first read the title I was in the opinion, that this book would teach more about the actual useof Unity and scripting for a very specific purpose. Not that the book is lacking important code or has flaws in the code that isused. In my opionion the book just has a too short chapter explaining the power of writing code for this particular purpose.Overall, to me the book follows a pattern of many technical books that I have read over the years. Often their titles are a bitmisleading and not quite what I was looking for. Now I said above, that I read the book solely for the purpose of "personalentertainment", however, I did set a goal before I started reading of what I would look for if I would read this book from ateaching perspective. As I mentioned before, all of the chapters are well written, easy to understand and cover specific partsof the whole picture, so this goal was certainly met. The goals that weren't met by the book were the lack of more coding examplesas well as the long theoretical chapters on how to prepare assets. These parts were a little bit too basic for me and I ratherwould have seen them to be a little bit shorter and focus more on using Unity as the title would suggest.Therefore I rated the book as 4 stars from a perspective of a more advanced user. There isn't really much the book will help youif you already know the concepts of preparing assets for use in a visualization software and you have a basic idea of how to writesimple code. If you are a someone who is an absolut beginner in asset creation and the basics of writing code, then this bookis for you and deserves a 5-star rating. As a beginner, this book will take you literally take you by the hand and walks youthrough the necessary steps to have something to show. Where you take it from there is completely your choice, but you willcertainly have what you need to get on your journey.
Amazon Verified review Amazon
Antonio Sanchez Jul 27, 2023
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Es un libro que explica pero no termina de dejar claras las cosas. Echo de menos algún ejercicio completo real que se pueda ejecutar.
Amazon Verified review Amazon
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