Scans Factory - [Unity] Paris - Fontaine Saint-Michel

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This time, we visited the area around Place Saint-Michel in Paris, right by the banks of the Seine. As soon as you step out of the metro, you’ll be greeted by the iconic fountain. Take a walk through winding, greenery-filled streets and discover the ornate façades of historic buildings. You can relax in one of the traditional cafés, enjoy a classic French baguette, or cross the river using one of the nearby bridges.

With over 1000 assets straight from France, this pack includes modular building exteriors and interiors, street elements, public transport, and some foliage.

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Hi,

i gave 3 stars for the great amount of scanned assets.

Some points:

  • Current HDRP 2022.3.47 is a simple load from these assets in a scene.
    You can compare it by loading all assets to UE4, do a auto lod setup and set one DirLight and HDR. Then load this UE4 project to UE5 without doing nothing. In short thats the current state of the Unity HDRP setup because it is not using most of the HDRP possibilities at all.

Issues:
The biggest issue from my site is that you can t enable screespace ao raytraced, screenspace reflection raytraced, screespace gi raytraced because of the decal shader throws errors in the console. You have to disable the decals in the hdrp asset to get the raytracing effects to work.
Tested also in Unity 6 and 6.1.

Ideas:

  • To manually control e.g the cafe, subway or building is not possible because all the assets
    a put in one flat hierarchy.
    Better would be subgroups for these entities.

  • In Unity 6 you can enable the Physical Sky from the HDRP Environment samples to get an dyamic day and night cycle or you can use the lighting scenarios or bake 3 light scenarios setups like done in the ue demo of the paris scene. e.g. wit the AdaptiveProbeVolume blending (https://youtu.be/qxXf0jeQnX0?feature=shared)
    who could be also the fallback for rtgi and also as fallback for rtrefl in newer versions
    (Can I use a RenderingLayer from APV in ray traced reflections? - Unity Engine - Unity Discussions)

  • in Unity HDRP you have raymarched or raytaced ao, ssr, gi and raytraced shadows. None of them are used here. ( see decal bug above)

I will post some screenshots these days from the cafe, underground and the fontaine who look pretty close to ue setup.

Don t get me wrong. I see all the work who is gone into the assets generation.But the Unity HDRP scene and render setup is simply not there at the moment.

Tried this APV’s with Day/Night Lighting Scenario and it looks promising.

and updated to 4 stars because of the great asset base .

It would be nice when each building interior, subway where sorted in the scene hierarchy.

Then the APV setup from vid above would be pretty fast.

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