MODEL SPECIFICATION
> Production units: [cm]
> Production geo. coord. system: Left-handed (DirectX), yUp
> LODs: 4
MATERIAL & TEXTURE SPECIFICATION
> Textures: PBR: metal / roughness; up to 8k/atlases; optimized
> Textures: Merged grayscale textures into RGBA TGA.
> Channels: albedo, emission, metal, roughness, normal, opacity, alpha, geometry-AO, material-AO, dirt
> Texel density: ~200 tx/m
> Normals: Tangent space, left handed (DirectX)
> File format: TGA, 8bit, RGB, RGBA
> Interpreted color space: sRGB: albedo/emission. Linear: metal, roughness, normal, opacity, alpha, geometry-AO, material-AO
> vrbn studios based naming convention
QUALITY
> All our 3D content is manually tested. If you find anything out of order or you have questions, please contact us:
support@vrbn.io (24 hours reaction time, Mo-Fr)
UNITY 3D SPECIFICATION
> Supported render pipeline :URP
> Supported rendering paths: Deferred and Forward
> Ray tracing is currently not supported. We’re working on it.
> Each building consists of 4 optimized LOD meshes, incl. setup.
> The buildings ship with a collision mesh. > Draw call optimized by using texture atlases.
> Building Prefab location: Assets/vrbn_studios/..productionID../..countryID../buildings/prefabs
> Dirt intensity: There is a dirt slider on the building’s prefab that allows you to alter the dirt intensity in real-time. At runtime each building instance will have its own dirt slider, meaning you can adjust each building with different dirt values.
> Emission intensity: On buildings’s prefab there is an emission intensity float that allows you to alter the emission intensity in real-time. At runtime each building instance will have its own emission intensity float, meaning you can adjust each building with different emission values.
> Interior mapping: If you bought the interior mapping option for your build-ings then there is an interior mapping toggle on the building’s prefab with which you can enable/disable the parallax occlusion effect in real-time. At runtime each building instance will have its own interior mapping toggle, meaning you can have this feature in some buildings but not in others.
> In deferred rendering the glass normals might have small compression artefacts. See info here:
https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@16.0/manual/rendering/deferred-rendering-path.html#accurate-g-buffer-normals
https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@16.0/manual/rendering/deferred-rendering-path.html#accurate-g-buffer-normals
CONTACT & FEEDBACK
support@vrbn.io (24 hours reaction time, Mo-Fr)