Support  /   Tutorials  /   How to use Tridify BIM Tools in a Unity HD Render Pipeline project

How to use Tridify BIM Tools in a Unity HD Render Pipeline project

Create a new Unity project using the High-Definition RP-template.

Delete “Example Assets” in the Hierarchy and Project windows and delete scene “SampleScene” in the Scenes folder (Project > Assets > Scenes). Leave Main Camera, Directional Light, Post-process Volume and Volume Settings to the Hierarchy.

In Package Manager (Window > Package Manager > Advanced > Show preview packages) make sure that your High Definition RP package is up to date.

Download and import Tridify BIM Tools to the project (Window > Asset Store).

Import the converted* model to the project with Tridify BIM Tools (Tools > Tridify > Conversion Projects).

Upgrade project materials to HDRP Materials (Edit > Render Pipeline > Upgrade Project Materials to High Definition Materials).

Save the scene.

*IFC model has to be converted using Tridify Convert’s cloud service https://www.tridify.com/convert/

Step 1

In Lighting Settings (Window > Rendering > Lighting Settings) tick Realtime Global Illumination checkbox, untick Baked Global Illumination and untick also Auto Generate checkbox.

Change Glass-material’s Surface Type to Transparent (Project > Assets > Floors > Materials).

Select all GameObjects in the Hierarchy window and in the Inspector, mark as Static.

Select all window objects using Search in Tridify Tools (Tools > Tridify > Search Tool: IFC Product Type, contains, Window) and in the Inspector turn off Cast Shadows. Do the same thing for all possible see-through glass elements in the scene.

Search window
Search window
Step 2

Create lighting with Tridify Tools. In the Floor Lighting window (Tools > Tridify > Floor Lighting) check that all desired floor and ceiling definitions are green. If not, the definitions have to be made manually, by selecting the correct object and defining it. Create Floor Lighting. To make 3d icons of the Emissive Lights smaller, press Gizmos in the Scene tab and use the slider to control their size.

Lighting window
Lighting window
Step 3

The Floor Lighting tool creates planes with emissive material to the ceilings. Select EmissiveLights-material (Project > Assets > Scenes) and in the Inspector change EmissiveLights Shader to HDRP/Unlit.

Light planes
Light planes
Step 4

Change EmissiveLights-material’s Surface Inputs Colour Alpha to 0 to make them transparent (they will still emit light).

Change EmissiveLights-material's Surface Inputs Colour Alpha to 0
Change EmissiveLights-material's Surface Inputs Colour Alpha to 0
Step 5

In Lighting Settings, click Generate Lighting to generate precomputed lightmaps for Realtime Global Illumination. This will take some time depending on the size of the model.

Realtime Global Illumination
Realtime Global Illumination
Step 6

After lightmap generation, the amount of light can be changed in EmissiveLights-material’s Emissive Colour HDR Intensity. If more light is needed in some places, Emissive Light-planes can be copied and moved like any other object. In that case lightmaps must be baked again.

Emissive Colour HDR Intensity
Emissive Colour HDR Intensity
Step 7

Create HDRI Sky Cubemap to add background and environment lighting to the scene. Ready for use HDR Cubemaps can be found in the Unity Asset Store (f. ex. “Unity HDRI Pack”).

In the Settings -folder (Project > Assets > Settings NOT in the Hierarchy -window) select Volume Settings and in the Inspector change Visual Environment Sky Type to HDRI Sky. Click Add component overrides, and add HDRI Sky.

Activate HDRI Sky and add sky cubemap into it.

Volume Settings components Baking Sky, Skybox, Procedural Sky and Exponential Fog (if not used) can be removed or inactivated. Visual Environment Fog Type also can be inactivated (if not needed).

The changes will be seen after Playmode is once clicked on and off (Toolbar > Play/Pause/Step Buttons).

HDR Cubemaps
HDR Cubemaps
Step 8

Directional Light simulates sun in the scene. Rotate light and change its intensity to get desired effect. If some shadows, casted by Directional light, seem to get a weird half blurred effect on them, it might be necessary to change the amount of HD Shadow Settings Max Distance in Volume Settings.

Post-process Volume applies full-screen filters and effects to get more realistic graphics. More can be added in the Inspector (Post-process Volume > Add effect…).

Directional light
Directional light
Step 9

Default materials can be replaced with custom materials by using Tridify Tools Material Replacer. Open Material Replacer (Tools > Tridify > Material Replacer), add new material to the “empty” space (text: None (Material)) and click Apply in Scene.

Material replacer
Material replacer
Step 10
New materials
New materials
Step 11

By default, objects in a Unity scene will reflect the Skybox. When using reflective materials Reflection Probes are needed to create more accurate reflections. Add a Reflection Probe (GameObject > Light > Reflection Probe) and position it to the room.

The centre of the Reflection Probe (the sphere) should be in the centre of the room and the edges (sides of the box) little bit outside of the walls. While the Reflection Probe is selected, click Bake in the Inspector to bake reflections. It might take a few probes to cover a building.

Read more about Reflection Probes: https://docs.unity3d.com/Manual/UsingReflectionProbes.html

Reflection Probe
Reflection Probe
Step 12

Add furniture to the scene. Tridify Floor Lighting creates Light Probes to capture and use information about light that is passing through the empty space in the scene. Thus, GameObjects that are not marked as Static, can receive bounced light.

Add furnitures to the scene
Add furnitures to the scene
Step 13

Another option is to mark all GameObjects as Static in the Inspector. This requires baking of lightmaps.

Your lighting is finished!

GameObjects as Static
GameObjects as Static

By continuing to browse the site you are agreeing to our Terms of Use

Convert Corporate News Support Contact
Log in Sign up for free