Home Artists Posts Import Register

Content

Here is my non-Reshade version of the room. I could have tweaked textures and stuff for ages but i decided to release it at this point. :) Some features;

- Detailed spec/gloss textures for almost all materials (you can tweak with them with the included Vamifier script). Sadly theyre not optimal, it would need a per-material Vamifier to make more realistic looking spec/gloss.

- AO textures for all materials. I saw MacGruber mentioned that they should work with SkyMagic. I may have made them too subtle because its hard to notice any AO. Except on the sofa maybe. :)

- Custom high res skybox made from a HDR from hdrihaven.com .

- Custom cubemap for SkyMagic made from the same HDR as the skybox. (Strength set to very low, i dont like that kind of specular on character skin too much, you can increase it if you like.)

- Custom color correction LUT for PostMagic3

- Modified Lens dirt texture (blurred for a more diffuse look).

Performance tips:

- Disable the Glass Mirror atom

To install just place the VAR from the download in your AddonPackages folder and load the scene (IndustrialRoom_scene.json) from within that VAR in VAM.

This scene loads the room, all Vamifier settings and all SkyMagic/PostMagic settings. Also a default VAM character which you can load your look on.

For tweaking stuff:

- Vamifier and SkyMagic scripts are loaded in the main CUA_IndustrialRoom atom

- PostMagic is loaded in the atom Plugin_Postmagic3

This VAR requires MacGruber.PostMagic.3.var and MacGruber.Essentials.2.var.

Download MacGruber.Essentials.2.var from MacGruber Patreon.

Download MacGruber.PostMagic3.var  from MacGruber Patreon. 

Download IndustrialRoom VAR from MEGA.

Let me know if there are any issues. :)

Credits:

NoStage3 for Vamifier script

Original source of the room => open3DLab  License: CC BY NC ND



Files

Comments

Anonymous

AO textures set for the Unity Standard shaders only apply to light from the ReflectionProbe. I have not tried if this works with Vamifier, but does the VaM shader even support AO? The benefit of using Unityshaders is that you can have multiple ReflectionProbes, it picks the best matching one and supports to probe blending as well. VaM shaders only support one global sky. Likely you want to use the global sky for your characters and ReflectionProbes (baked in Unity) for everything else.

oeshii

Im really new to Unity so excuse my lack of knowledge of the shaders, but in Unity i use the standard roughness/specular setup shaders for materials, i create the textures with Materialize. If i dont use Vamifier the materials just doesnt look right in VAM. What exactly do you mean with VAM shaders though? Does VAM use different shaders than the Unity ones? :P

Maxman3D

I like and appreciate the room since you know I feel environments are more needed than anything else at this point. I do wish you would have set up the textures correctly in unity first instead of relying on VAM tricks to get things looking decent. On my first try i just loaded an existing scene and then added the assetbundle by itself like I do with all assetbundles and was rather shocked at the results (shiny metallic everything, LOL). luckily reapplying the Vamifier script made things much better, but as you noted, without per material options, the script is barely usable in most cases. I do like the added HDRI, although a version with out and a night version would have been pretty cool also. When you say the textures don't look right in VAM, i suspect you and I have different views on that since you rely on the postprocessing for screenshots and i am just pure lights and shadows in VR. Anyhoo, thanks again for the nice room, it's appreciated!

oeshii

I did set up the textures in Unity using the standard shader with a roughness setup. I actually spent a couple of days creating and tweaking the missing metallic/smoothness textures that the original asset didnt come with (only had diffuse and normals). And AO maps even, though that was probably unnecessary. Oh and some surface imperfection textures like in the glass door and pipes. Please dont just dismiss all that work by saying i didnt set up the textures in Unity... :P Vamifier is needed to convert the Unity shaders into corresponding VAM shaders correctly, when using the roughness shader setup in Unity. What im saying with that things dont look right is that things doesnt look like in the real world. What im trying to achieve is a little more realism, with my limited skills and with VAMs rendering limitations :) . https://i.imgur.com/gM1MJ7c.png

Nomeora

There's still no door.

SupaRioAmateur

obviously its the archvizpro-interior-vol-2, OPEN3DLAB licence clearly at fault

Anonymous

Great job, really like it!