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Information Clause

In accordance with the art. 13 section 1 and 2 of the European Parliament and Council Regulation 2016/679 of the 27th April, 2016 on the protection of natural persons, with regard to the processing of personal data and on the free movement of such data, and repealing Directive 95/46/EC (General Data Protection Regulation), hereafter RODO, I hereby inform that:

1. EVERMOTION S.C., 8 Przędzalniana Str., 15-688 Białystok, Poland is the Administrator of your Personal Data (APD)

2. Data Protection Inspector can be reached through e-mail: iod@evermotion.org

3. Your personal data are to be processed on the basis of art. 6 section 1 letter a, b and f of RODO in order to:
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10. Your data will be automatically processed, including the form of profiling.
11. You are obligated to forward above mentioned information to your representative, especially if you appointed this person in the agreement as the contact person or as the representative for the agreement execution.

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Bedroom in Unity

Unity 2015-11-18 08:44 article  > Software

Archinteriors bedroom scene realtime demo in Unity.

The Unity Demo Team grabbed an early internal build with the SSRR and took it for a spin to see how it would behave. They also wanted to see how an architectural interior would look in Unity and what level of visual quality they could get from our latest technology. Here is a video preview of the result. Unity uses Evermotion scene 06 from Archinteriors vol. 35.

In this scene, the Demo Team implemented a simple interface that allows you to change colour and textures of some objects. For the additional textures of floors and wallpapers, they used again an online library.

Lighting

Setting up the lighting in Unity is quite simple: an environment HDR cubemap for the exterior, directional light for the sun, and a spot light in each lamp. This was rather straightforward, but it also brought up the need for lightprobe cages. The feature is now in development to go properly into Unity. Lightprobe cages allow for transferring lighting information to large dynamic objects, or in cases where baked lightmaps cannot be used. 

You will find more info about using this scene in Unity player on Unity Blog.

Author: Unity Editor: Michał Franczak
Tags: unity
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