OFweek smart home network news: Speaking in China to buy a house, there is no "model house" also pull what strength?
Even if the budget is tight, this guy who directly makes a first impression on consumers, developers want to sell as soon as possible, dare not pay attention?
After the trepidation and baptism of 2016, the VR model room has become the standard for first-line real estate developers, and is gradually infiltrating the second-tier and third-tier developers.
Many small teams in second-tier and third-tier cities have also begun to find their way out of the VR model.
Indeed, time, cost, and location are the advantages of the VR model; pension real estate, tourism real estate, and multinational real estate are also using this stuff to stimulate new growth.
In the future, users can even customize their own house - with VR, thank you!
What VR cold VR hot, VR show, is to let the technical team really earn real money, but also, and the market is still growing, and began to gradually sink to the second and third line developers, second and third tier cities.
If you don’t talk nonsense, this VR look, the new team wants to cut in. In the end must pay attention to what? What are the core elements and processes? Which of these experiences can be applied directly? (The value of the bacteria Note: The most valuable in the experience, more learning less detours)
This issue (No. 50) was directed by conductor VR Art Director Can Can to share VR value theory: What core elements should be noticed when trying to enter the VR model room?
Let me first raise a question. What is a VR model?
The VR model room refers to the combination of VR technology and marketing requirements of the real estate industry.
It is based on the design and proportions of the physical model room. Buyers only need to bring their VR eyes to enter the same VR model room as the “real model room†and perform a series of interactions such as changing the sofa style, wallpaper, and switching taps. .
In addition, the VR model room is not limited to indoor space. It is also applicable to the exterior and urban planning of the community. The experiencer can move and roam within the project and freely view the supporting outdoor landscape and the overall layout of the city.
What are the production processes between VR templates? As shown below.
Data collection
In the production process of the VR model house, the preliminary collection and arrangement of the first-stage project data is very important. The production of the VR model house is inseparable from this part of the data.
In the event of incomplete information, confusion, etc., it is likely that the project will affect the development of the production process. So what kind of data do you need to provide for developers in the process of making VR templates? What are their uses?
The following table:
CAD is used to build frame structures, and renderings are used to make soft packages.
Therefore, in the materials provided by the open supplier, the CAD drawing and the final rendering of the model house are the basic data to ensure that the finished product matches the actual results. Special attention should be paid to the fact that if the rendering provided is not the final version, it will lead to repeated revision of the project, increase the cost of both parties' communication and time, and lead to overdue projects.
Modeling and Optimization
Modeling
The software tools available for modeling are very rich, such as: 3D Max, Maya, ZBrush, Cinema 4D, etc. The most commonly used modeling software is 3DMAX and MAYA. Because of the high efficiency in building modeling, 3DMAX is the preferred modeling software for interior architectural renderings and outdoor architectural renderings. In the modeling of architectural scenes, 3DMAX is mainly used to achieve basic modeling of interior and exterior, material assignment, texture use, and lighting creation.
For the specific modeling process, it is easy to find a complete tutorial for reference. Today, we will analyze the issues that need attention in the modeling process for VR real estate projects.
Vray material
Although Vray materials can be used in more accurate physical lighting and faster rendering. However, due to the post production of the VR real estate project being completed in the UE engine, UE4 does not support Vray materials. Therefore, all materials in the scene must be converted from Vray material to Max's default material in advance.
(System default shader interface)
Treatment of the same object
The same object in the project, only one need to be reserved, other can be copied in UE4. This reduces the number of objects that need to be imported into the UE model. The sofa and table lamp in the picture below are duplicate objects and can be copied directly in the UE.
The use of shaders
When it comes to the optimization of the overall home objects, they can be attached together by material. For example, the tabletop and the leg of the table are different materials. At this time, the two materials can be “combined†into one shade ball to achieve the purpose of reducing the number of objects in the entire scene.
(The bedroom high model before optimization - image from Yungu Garden case of conductor VR)
Model optimization
The model built in the 3DMAX software is an unoptimized high modulus. Because of too many faces, the high modulus is a test of the performance of the computer. If you encounter a computer with a bad configuration, you may experience direct crashes. In order to prevent this kind of situation from happening and to make the project run more smoothly, the model needs to be optimized.
Remove invisible faces
The first thing to do is to remove invisible faces. The cabinets that often appear between VR templates in the picture below are the invisible surfaces on the side near the wall. It should be noted that in this process, we must ensure that the object is not deformed, and then minimize the number of objects.
Exhibition UV (light UV)
Remove UV after removing invisible surfaces. UV can be applied in various fields such as character models, complex mechanical models, architectural models, and so on. In the optimization of architectural scenes, UV is mainly used to receive lighting information in the engine. Except for the simple regular model, any model needs to show UVs for mapping.
In addition to displaying the details of the model, UV can also solve problems such as stretching and blurring of the texture. Therefore, it is necessary to check if there is any UV that is reversed or overlapped, and then adjust it manually to optimize the model. .
(Take the nightstand in the VR model room as an example - show UV)
Texture UV (texture texture UV)
The texture UV is the texture UV, which mainly adjusts the size of the object texture map. Take the wallpaper pattern as an example. The larger the texture UV value is, the larger the pattern is. After adjusting the texture UV to a suitable value and exporting the FBX format to UE4, this session has come to an end.
The following figure shows the optimized low modulus.
(Optimized bedroom low model - conductor VR Yungu Garden case)
UE Vision Production
After the model is processed in MAX, we enter the UE to begin the visual part of the process.
Light processing
Traditional renderers such as Vray and MR must re-render a texture or a material parameter during the production process. UEs do not need to re-render unless they move to lights and objects, such as just replacing the shader or changing objects. For high-quality VR real estate projects, UE is often selected for visual parts.
(This chapter is the conductor VR - Sanya Haitang Long Beach Project)
The first step to entering the UE is the lighting process, which needs to be completed before the material is in the template. Because if the material is not processed directly, the characteristics of the material itself cannot be expressed, and the effect of the object under the correct light and shadow cannot be exhibited.
The lighting process is more to show the effect of light and shadow and the atmosphere of the scene. There is no fixed parameter in this process. Many times we need to deal with the actual situation. The key is understanding the light. Because existing software cannot simulate natural light sources, lighting must be based on reality and simulate reality. If you have previously had rendering experience with renderings or architectural animations, this process will make the producer feel familiar.
Material rendering
When the light is processed, it comes to the material section. Because the UE's rendering mechanism allows us to change the material arbitrarily without having to re-render, so this link pays more attention to the engineer's personal understanding of the material.
It is suggested that if you want to make a real material, you can learn about the concept of PBR, which will be very helpful for making real materials.
Volume processing
After the lights and materials are processed, the visual part of the UE is only late. Through the UE's post processing volume, we can change the contrast, color temperature, saturation, etc. to add points to the picture. For instance, the color and contrast were adjusted in the VR model room of Haitang Long Beach Villa produced by the conductor VR for the Qingfeng Group, making the project more plump in appearance and performance.
(comparison of effects before and after the initial period of UE)
Program processing
When the post-processing is finished, we come to the next step: program processing
Move way
The mainstream mobile method currently applied to Vive devices is instantaneous transmission. The main reason for adopting such a mobile mode is that the current coverage area of ​​the Lighthouse technology used by the Vive base station is limited, and users can only move freely within a limited range. Even if there is a base station cascading or Inside Out solution in the future, the range that users are restricted to move freely in the actual site will not be too large.
Although there are many mobile solutions besides the momentary movement, such as linear movement and God's perspective switching. However, no matter what the user experience or operation will be limited.
The linear movement method is a linear forward and backward movement after the user depresses the handle dial. This side is prone to motion sickness, which is a conflict between moving visual information and static inner ear balance information.
The switch of the perspective of God is to allow the user to jump out to a miniature model when he chooses to enter other rooms, and then select the room to enter to enter the equal scene. The problem with this approach is that it distracts the user from frequent switching.
After you re-enter the scene, you need to watch from left to right and find the direction again.
The momentary movement allows the user to select the point where he or she wants to jump. After the determination, the user can instantaneously move to the position while maintaining the amount of rotation of the character capsule, and visually represent the angle of view of the same viewing angle.
This avoids motion sickness and ensures that users do not lose their sense of direction. In the VR template provided by the UE engine, the positive direction after the player's teleportation is determined by the amount of rotation of the helmet, there is no effect of the viewing angle, and it is easy to lose the direction.
Key interaction
In VRoom we tried to stereoscopicize the interaction buttons to adapt to the new interactive background. The plane hover state becomes a stereoscopic item overlap state. The menu picture for the user to choose also becomes a miniature model.
Take the example of switching sofas: The traditional way is to click on the plane button and the selection menu appears. Then click the corresponding picture to select the sofa. In the VRoom design, three small sofa models appear after the three-dimensional cube button is touched with the handle, and then a small sofa is selected for switching.
The change in size when hovering is similar to the plane processing. Using Timeline plus Lerp can achieve a smooth oversizing and a positive broadcast backcast of the action.
test
Another important step before the final delivery is the testing process.
The main purpose of this link is to find bugs, such as the flaws in the materials in the room, whether the objects are missing collisions, whether the interior ornaments are flawless, and so on. It needs to be found in this link.
High-quality scene construction
After the test session is over, high-quality scene construction begins.
Before the test, we will adjust each parameter to a lower index. The purpose is to make the project run better for rapid testing under the same conditions.
However, due to the low light intensity caused by the low project parameters in the test process, the situation such as table sawing needs to be optimized in the construction of high-quality scenes, and the parameters are raised to the normal index. This step is also the last link in the VR project.
After getting the final results, we can deliver a complete project to our customers. This concludes a commercial VR project.
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