hi-oh
thanks for joining us today we're gonna
go in this next hour we're going to tell
you about how we been using photorealism
to win beats create those deep emotions
that connect with those potential
clients in that first initial potential
interview we're gonna focus some of the
time as well taking you with a little
stroll to the unity London office that
we've created and we partnered together
wait because I'm his team so I'm sure
you will enjoy all that as well I'm
Mariana Nedley I'm associate designer
I'm associates we conceptualized create
and build the London office were based
in London and I'm gonna let will cope
introduce himself thank you
I'm in Croatia I'm the co-founder of
zero and zero of oneiros and actually
today we're gonna cover we're gonna see
a short introduction about the Narrows
and then we will move to see an
importance of further east in a AC
industry then we're gonna see the case
study
you rented on an office and how we
approach the for tourism in that project
and we are going to conclude to see
what's in the nest building in AC
federalism nearest was started by octet
3d artist and the computational designer
and we came from the classic of line
rendering visual industry and actually
it helps a lot
to move from that kind of world to a
real-time one and it helps a lot
actually also to figure out the best way
to improve a photo list as in you know
in real time so in these three years
touched feel tax to feel tax to tease
sorry we have the
we have the facility to work with over
30 companies around the order and help
their project to to show their potential
using photolyse mini industry we are
assuming behind a heartbeat Pro serious
on a muscle seller asset on the unit
assist or manage my eco pattern the
chakra dory and we start just start with
Pro serious to help all those people
that would like to learn how to improve
the photo lisman in art with industry
using unity also for all those people
that just need to have some really steep
furniture to use or also for all those
people that just want an environment
ready to be used for in decay we are
going to release after receive a lot of
feedback on the athletes prevalence
shapes we are going to release short the
athletes Pro volume 7 all focused on the
HD render pipeline so let's move to talk
about the importance of photoresist in
Asia we are going to see we're going to
have an overview about the photo is the
following help test architectural choice
and design choice made by the artist and
we are going to see how unity could help
to do this than offline rendering
engines and how and why is important to
have more engagement more interactivity
and to conclude where I see why is
important to have more output graphic
out possible for the marketing area of
the clients of course a good level of
fadres helps on many ways for example if
we just we don't just have a good
lighting setup or realistic materials
good level or details just not possible
to figure out figure out correctly how
the project looks like
so also I saw the marketing area of the
clients love to have something to show
before the project built for sure but
it's important that these conduct
contents for a marketing area being
realistic we come across I'm going to
tell you a short story about a potential
ally he had we had met a couple months
ago and he actually was worried about to
use virtual reality and the real-time
interaction because they told me suppose
that we have already spent a lot of
money last year with a company that
produced for us some apartments in
visuality
and actually we had the opposite effect
they are looking for because the
potential customer the potential client
of this apartment when they tried the
virtual reality content the virtual
reality content was so unrealistic and
so ugly that actually wasn't possible to
understand the real potential of those
apartments so it could be quite obvious
point but it's important to talk about
in the offline render image we are going
to see random made by a mother and
taking as reference this one that
represent actually what was standard in
a visual industry we have to say it we
are going to talk about the rendering
time to produce with our offline
rendering and image like that we need to
spend 3 4 5 hours on a single machine of
course the unity for its natural being
real time engine we can achieve in just
enough frame a second a still rendering
it sounds quite obvious but image vision
video represents still one or the most
required count
in SC industry so we can't just don't
think about it also because if we if
it's not a problem spend three hours for
single image but let's figure out when
we are talking maybe about a video
considering a free minutes video a full
HD for the ristic mini video we are
talking about 180 second and consider at
least 24 30 frame per second we are
talking about around 5,000 images to be
rendered for a free minutes video and
just consider in an optimistic way just
10 minutes per image we all talk about
more than 30 days to to render a video
like that on a single machine and of
course no one in this in this industry
have so much time to render a video so
you need to work on render farm or
hardware setup like that
but the solution required cost higher
cost so sounds of use for sure but
considering as I said video somatic
video first person video still images
free six images either quite nowadays
from the from the industry it's
important to have in mind that also if a
real-time content is not applied could
be useful also to achieve not real-time
content of course we also talking about
to have more engagement and more
negativity offline rendering can we can
work for example okay
okay doesn't work video nice okay that's
what what it was actually it was a panel
tool made a parklet and it was actually
quite good but this kind of solution
bring with them several problems like of
course you just need to rendering huge
images just a few numbers of 360 images
and of course you can just work on
teleport and teleport on a fixed set
points but using unity for its nature we
can add any kind of interaction and for
the unity London office for example we
had the possibility to add the raw
material selections so the actors at the
clients can able to see the different
design and a different aspect in
real-time we add the possibility to
reach different daylight and of course
turn on turn off real-time lights TVs
and access to be my information let's
see if this work this one is another
video another example to how it is
important to add interaction in a
real-time content in this case we have
made or an infographics to to tell to
show product information but always
keeping the most of photo listings
possible in real time
[Music]
does it work this one okay it's problem
bro
but yeah I need to show my video someone
can help you thank you sorry
okay I can do it by hand yeah I made a
circus or click but okay just clear I
tried by this work but the way I'm going
to
no but maybe you could just Elijah in
this way okay let's see I have made this
case
so keeping photo list equality in real
time with unity of course we add the
possibility to to show some faux
graphics and some contents about the
product
let's move on so get different output
for marketing okay I'm not going to be
for script it's an important point
because the marketing team need as much
as possible contents so if you give him
the possibility to have just a PC build
or a VR build not necessarily they have
the chance to use that kind of content
in any situation so us in this crime is
important to understand the procedure to
have just one content as much as
possible graft country to give to to the
marketing team of course keeping the
photo realistic quality you're gonna see
a war so interactive virtual reality and
experience
cinematic animation 4k 5k 8k resolution
in just a couple hours or rendering any
amount of still images by two six images
and even more one on the most underrated
point when we work that we actually see
around the TV industry about photo about
the real time in this industry the
important to understand how important is
to have an emotional impact between the
clients and environments so just adding
for example living elements weather and
the sounds you could just have a totally
different approach and resort to a
project
[Music]
we can see the reflection of players
class
[Music]
okay assent is a compartment video it's
important for example to see how we have
the first part made in the Alma stock
uncomfortable situation so rainy with we
end in the courtyard and moving in give
the feeling to a warming house with
wooden so it's just important to create
to create an important impact and motion
impact to to a client for sure now Frank
I'm going to cover the unit 11 on office
and we are we are going to have an
overview about how a photorealistic
real-time content can help clients to
visualize it's a huge point super
fundamental and after that we wanna see
what's different between our original
model reference received by the artists
and the optimized one we made for unity
the importance of know how to create but
not just how to create the materials but
how to understand the properties the
materials and the importance of the
details and to conclude what I say a
cinematic video they try to take all
these points thanks because I think
America's made quite essential good
points when we are actually using all
this technology to present to our
clients and to engage with them and it's
about transmitting the sensations and
connecting emotionally it sounds deep
but it's really necessary to win certain
projects one of the things that I saw
some opportunities with all this tool
and especially on the London office that
we built last year is is that gap in
between the VR world that we all see and
the actual interior architecture is
dramatically getting shorter and we can
actually access it it's kind of like the
future and they
is happening now we can get that high
visual impact and finally they immersion
the fact that you don't have to explain
your clients how can they imagine that
they will feel then the second one is
the decision-making process and it could
be a niche at the beginning of the
project we work quite fast this was a
three thousand square foot office and we
build any night weeks so we needed to
make decisions really quickly also we
never get to finish designing we are all
always refining details and refining the
details in a virtual model before
getting to site is quite useful for the
whole team and finally communicating all
of innovative ideas or things that we
think there are not that intuitive but
and other people might think differently
and separate time zones and teams around
the globe particularly on unity London
we touched briefly on the floor changes
finishes we have an issue towards the
end of the programme and it was at the
floor that we had pick wasn't available
anymore so trying to explore a change of
finish at that stage is quite important
you need to wait a couple of days to get
a right sample you need to show your
client and explain to them how the ad is
going to look with the rest of the look
and feel that you choose by having this
you don't have to do that and it doesn't
only mean that you're looking at the
floor it means like you're looking at
everything all there are fractures all
the adjacent materials how they work
together if I need to make another
change I'll do it right there with the
client on my side
they're refining details and also that
space at the reception of unity London
office had quite a lot of grids going on
we did a domino wall we did ratso
flooring we did steel work partitions
all of that need to be decided quite
quickly the set out the scale everything
was substantially important and finally
a typical one who hasn't been in a
position that we need to produce three
options
three options having them quite quickly
for us it's just a must now on this one
it was more about the incited specifics
as well one thing that we are seeing
more and more is on interior detection
in workplace is that clients often go
for this open style of ceilings they
look beautiful but if they're not well
coordinated it could be a mess this
office in London is a sales office in to
project an image of amateur unity that
we are representing so designing even to
the last detail of how the conduit was
going to work on the ceiling where the
cables for the VR room were going to be
everything was super essential so from
the beginning we established quite tight
grades on the ceiling and the actual
plan that helped us minimizing the error
aside and the others like quite funnily
I when contractors inside get hit with
big deal changes like let's paint the
whole space green they don't get it they
are not used to that so the amount of
calls that we receive for a long three
days to ask over and over if this is the
right tone is that the right finish if
you can show them this and they can buy
into the assigned intention all of that
the meet the time that you spend on site
or convincing people it just gets
minimized and that was really essential
for us last summer thank you
so okay we made the same pour on on
Facebook okay this morning we are in at
the unite so you could be quite
compromised Deadpool so but how many of
you could think this image could be a
real photo or could be plus board be a
real photo okay so on Facebook so
different contest at night so on over
200 person
the 70% thought it was a frame stacked
from flue full frame camera recording so
it's quite interesting us because we are
still working about a real time for the
real real time father is doesn't mean
high virus settings I'm sorry but the
reason it is not a magical formula you
just can't improve the values around the
unity settings to have photo years so
you can just apply different
initializing high resolution light map
everything in 4k resolution text or I
just have father is actually real time
for this means optimization because
because it's important to figure out
narky of importance between the elements
and in environments because if you just
push everything to super details 4k high
resolution poly you just have too many
problem about the performance so to find
the right balance between what is really
important to show so well you can just
spend more polygon count more alt text
or its fundamental here we're gonna see
the original model versus the optimized
one the return model was a 3ds max
supplied by the arc net and the poly
count was around 60 millions and the
number orchard was around 2000 2000
actually it's not quite a problem
because if you're working on offline
rendering you just don't care too much
about the polygons or the number of
objects but when you move in a real-time
content we have decreased the number of
polygons around 97 percent also the
number of alters are reduced by the 75
percent also because if in off offline
rendering it's not a big deal having
maybe applied
or furniture dividing than ten parts or
also wall dividing to in two parts in a
unity it could be because speaking in
general more options you have more truck
or you have so when we work in optimize
of the shin we have to consider and
actually the max file was quite good
because for a machine like that
two thousand elements it's not a big
number but it's important to decrease
that values as much as possible
high or low poly everything is made
actually is a low poly asset because low
poly doesn't mean necessarily low poly
style so we can just have a
photorealistic content photorealistic
quality also have low or low poly count
let's see an example about the arm shell
the first one we have the original model
that count like three hundred thousand
polygons here we have to reduce to the
it just 8k polygons and also in this
step I will talk about optimize
unfortunate reason not magical formula
to know what what is the right amount of
polygons for your low poly low poly
asset so it just related to the to your
experience of course also talking about
where your built neat run so if you are
talking about PC platform or mobile
platform this this kind of value could
be also too high another example
interesting example is about vegetation
plants if you're looking to easy super
easy way to kill your performance you
just can't use high
vegetation let's see why the original
model was around 2.5 million polygons
and if you remember in the first slide
we have seen that all the wool
environment optimizer counts like round
1.8 million the world environment with
volatile just these plants can count 2.5
million so absolutely avoid in any way
in any situation high quality high poly
high poly vegetation so if you are able
to do that usually you can achieve also
great performance the build that the PC
build was able to run around 150 frames
per second on consumer gtx 1070 so it's
quite a good result one of the point is
a yeah
we talked about it's not possible to
just use the high poly model in real
time but the high poly assets are
fundamental to achieve high quality low
poly assets why because when we work to
optimize the model to reduce as soon as
possible as much possible the the
polygons of course we are going to lose
details for example or the back of the
arm trail we are going to lose
everything is related to the texture
that originally was made in mash so and
we're going to lose everything and so it
is important to transfer the high poly
model con details to the low poly model
how of course substance is not the only
soft wreck that can do that but it's
important to understand overflow so to
achieve further leads me in real time
for this industry it's important to have
high quality high resolution model
high quality high quality low poly
version with the proper unwrap and of
course transfer the details from the
high poly to the low poly model and
talking about substance you can just
talk about materials for sure P courage
to use materials could be not enough why
because if you have custom clients so
you have to be able not just to find
random free or paid text or around the
internet but you have to know the
properties you have to understand the
properties of a material it's not a
technical point actually it's a it's a
really about you know how the materials
world what are the material behavior for
example for the lighting using the same
apparently the same material so we have
the sale Beddoe
but in the fourth key in one case we
have a totally incorrect result why
because I don't understand how that kind
of material the candle of clay should
react to the light so we just have the
same material but two completely
different result and for a client is
fundamental to have the right solution
and not just what we are able to do
because we don't know how the material
should works okay and polish of these
days at this point in a real time is one
of the most underrated points
fortunately we came from the offline
rendering industry this point croissants
quite obvious but in in real time don't
and how you have to work to the details
to have photo realistic environments in
in real time actually
of course about props details on the
single items
also is about the composition of the
image for example in the open-plan you
can see the asymmetry of the chairs so
they have a different rotation on the
black frame of the door so we have some
scratches and for example on the montage
we can see the taskbar and it's all
about the composition of image to have
the taste not just all about to have the
right and high detail on a single items
of course also the single items could be
really useful because a for example
taking this notebook you can see the
middle of the page not close at all so
we can see the the texture of the pages
or the Yelich covered not stick to
[Music]
completely today - no not book so it's
important to understand that it is just
not a technical point but is a mental
approach to environment it's really
really important to achieve photolyse
without this approach you just can't not
have photo list for sure in this case we
are going to see another pro about the
photo release because in a while all the
fraction probe was buried in the world
in the world project in the world of
office here in the meeting room
when the meeting room we need to have a
real-time traction probe why we to have
the reflection on the TVs on the tables
so if you don't need the real-time
flexion probe to improve the photo
release just don't if you don't have if
you just don't need real-time lighting
to improve fatherís just don't use
everything's only when it's necessary to
improve father is let's see the
difference which we are bigoted a
real-time
in this case actually it was a turn-off
I really don't have any reflection on
the table and it's real because in
reality you should have it
okay it's completely change the result
so as I said someone can tell so well
you can just have anything in real time
so in this case you can solve everything
no because if you don't need real-time
elements just don't because the truth
you can just have a mobile performance
or other issues than a baker the
situation to conclude the importance of
details this frame is extract from the
cinematic video we have made for this
project and it is possible to see
actually a drone reflected to the to the
mirror that's why because in in a real
situation a shot like that requires out
drawn to be recorded so it's not
actually it's not important to that
anyone noticed that the kind of
particular but all the details together
make federalism High Definition
rendering pipeline for fodder is it is
not going to be a technical technical
point of view because everything about
parent fraction because it's shadow you
can find it on the unity documents
online so we are going to see just how
these new features can help and the
world
nothing to do okay the planning faction
actually should should sure what okay we
are going to see the difference between
have don't have a plan reflection and it
allows to have a more accurate of course
reflectivity material life activity the
decals are really useful unfortunately
it doesn't work a gift but it's really
useful to add details without change the
geometries or the original shredder
applied to the to the wall and of course
also the little layer the lid shredder
is fundamental to improve the quality of
the shredder too bad it doesn't work bad
so let's see to conclude this part what
is the for assault
following what is such a strong
[Music]
okay I don't forget this video was made
in real time at actually the full HD of
this video runs at 150 frames per second
the but this one was made in 5k
resolution so run flying rendering we
were quite a ton of time or a huge
amount of graphic art to to achieve the
same sort the same result
instead we here we are using just a
single graphic card consumer graphic
card
so what's next of course the next beam
thing will be the ray tracing and
together the next generation hardware to
improve the father is in ACN 3 it's not
super necessary to achieve fortress
because there are there are a lot of new
features in the HD render pipeline that
actually can help to achieve another
level of father ISM but for sure
retracing it's a game changer for sure a
couple useful information about the
unity national office from on your CV
our comm you will be able to download
the PC build so you can just will go to
the our website and download build if
you're not right on the YouTube actually
its became part useful because you're
going to find all the video that does
work in this presentation so you can you
consider and in the Facebook page you
can find a lot of tutorials as on this
project interview that we don't talk
until until presentation so of course
sorry if you go to the M Moser comm
website you can find the photo of the
real office concluded thank you
[Applause]
so there are any questions hi there
Saad here so quick question regarding
the regarding the offline render so for
example if you gotta see sorry if you
got a scene made in the offline render
and you're planning on pushing all of
that into unity the only way I could
think of is you know if you if you
convert the whole thing into like a
standard materials and then push it but
why FBX into unity is that the sort of
workflow that you're using yeah are you
recreating all the materials again in
actually it's a good question yeah
depending main workflow it's something
like that so we start to the 3ds max
file for the offline rendering or under
format by the way for offline rendering
and outside course outside unity to work
on the poly reduction and everything is
needed and we import the FBX FBX file in
in unity ready to be used and talk about
the material yes it not necessarily
starting always from scratch but of
course I don't know if we have a good
material in offline rendering we can
just take the bump the diffuse and other
maps and work on it to have the same
Maps converted for for unity so the
Bible man the poppity became in the
normal map and etc for sure everything
we can use from the original model yes
it's good to reduce the the working time
and
yeah totally sure you're welcome to any
other question okay sorry I'm actually
working on a project that's not as
complex as this one but I
the main problem having is getting
fabric materials look real I was
wondering whether did you use any kind
of special shader or something like that
for the fabric materials specifically
okay the fabric interior are custom
shaders actually is a quite technical
point because we have made because when
we start to work on this project
the original HP Lander pipeline was
still in beta so we had made to a lot of
tests and the answer could take a lot of
time but we can talk after and see
better is there any way that those
shaders are available developed by you
in-house yeah yes thank you any other
questions no great so thank you
[Applause]
you
[Music]