This is my thread on using Blender for Realtime Architectural Visualization.
I am now finishing up the improved version of the Therme Vals scene, I am much more content that the first version, feedback appreciated!
Therme Vals 2.0
Currently working on finishing version 2 :yes:
Therme Vals 1.0 by Peter Zumthor
Therme Vals is finally finished, and the project is handed in. I would like to share with you the model and some screenshots. This is a scene modeled in Microstation and textured in SketchUp. In Blender I have baked AO, Shadow and Lights into 3 images.
One problem was that I had to chop up the model in 6 parts, so I was having 6 x 3 = 18 textures for the lighting, and Blender did not like that. In the end I combined the Shadow and Light textures to optimize. Anyhow this scene runs smoothly on my GTX 465, but adding more lights or more textures make the rasterizer hit 97% and the fps hits 6-10.
- Could not use more textures. Hitting 97% rasterizer pretty quickly.
- Could not place more lights, would like to place more pointlights to improve the lighting, as well as spotlights for that nice touch!
- Did not have time to implement more of the resources on this forum. Would like to make use of lens flares, point light scattering by Miles Macklin, water shader, most of Martin Upitis work, etc.
I am not really a polygon modeler, I import my models and use the planar decimate, which seems to work nicely. I would appreciate any hints and tips on how to improve this scene. Please note that some meshes have not been decimated since they become corrupt, and I did not have time to fix it, and the doors with stairs going up are to low.
I intend doing a version 2.0 with:
- Water shader
- Animated lights from water
- Fog (baked perhaps)
- Optimized meshes
- Sharp spotlights, maybe with Harmony phase 2?
Packed Blend 2.65a (Using DLAA only): http://www.mediafire.com/?bxlbk4357kqo1ri