Cliff House ArchViz Walk Through

I made a new user interface from scratch, watch the new video below if you want. It works with a controller and mouse/keyboard. You can switch between those at any time.

I’m using color schemes. Instead of having to change individual objects the whole scene changes colors with one click. This way the user can’t have colors selected on several objects that don’t match and ruin the scene. - Technically it can be set up after the lighting has been built. I’m just placing markers in the scene for each material (id) that has to change colors. I decided against being able to swap pieces of furniture. That would require them to be dynamic objects which don’t look that good at the moment. - There is theoretically no limit how many different color schemes you can have and how many objects change at the same time.

Lighting scenarios are a relative new feature and they work very well. (At least in 4.16. They are broken in 4.18 but should work again when 4.19 comes out). The amount of lighting scenarios is only limited by the file size you want to use. This project has 1.8 GB compressed. But you have to build lighting for each scenario separately. It is possible to place different meshes for certain lighting scenarios inside the sub-level. - Using lighting scenarios will give you the quality of a baked scene and you still can show different lighting snap shots. A good compromise at the moment until fully dynamic scenes look better. - This is a big scene and the lighting changes in a few seconds. Each lighting scenario takes about 1 GB of memory on the disk.

I learned blue printing and made the user interface from scratch. The controls are as simple as possible so the user can’t get stuck in sub-menus. You click one button to toggle the user interface and one to take a screenshot. Everything else is self explaining hopefully. - The icons may change over time. Currently they use the material design from google.