Tuesday, December 11, 2018

Unity Virtual Project: Final

For my finished VR project I worked with the terrain tool as well as looked at some other graphical features of Unity. In hindsight I think I should've attempted a more directed look rather than just a conventional semi photoreal look to the project. The Particle also no longer roots out which I just removed as trying to make it more responsive to searching out nodes was looking at a bigger and more complex system as well I had to account for memory limits and at the time I didn't have a good understanding on the limits of the VR rig. I was able to make the Nodes span out over an area and then raycast to find the terrain below it and match the height of each point so they nicely blanket the surface. Sadly a lot of the functions of the particle ended up getting cut as I mentioned earlier this was due to the amount of overhead just to make a single particle function properly in a network and migrating the code over to the line renderer which due to my oversight created a lot of overhead for restructuring a lot of the behaviour.

One of the things I enjoyed working with graphics was manually constructing the textures such as the sand normal map which gives it a lot of dimension where the grass was a lot less successful working with just noise to simulate grass blades. The water I found worked the best. The asset I used rendered a photoreal animated texture of waves with a reflective map however a big issue was that it wasnt transparent and I couldn't make it produce transparency without interfering the graphic script so I rebuild my water from scratch. First I figured out what settings to build the wave refraction on the surface of my water object while adding translucency, then I simply duplicated the texture and had them move horizontally in a sin motions to simulate the movement of water.


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