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bevyengine
GitHub Repository: bevyengine/bevy
Path: blob/main/examples/large_scenes/caldera_hotel/README.md
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Caldera Hotel 01 Example

Currently only setup to load hotel_01.

Download scene from Activision github repo.

Reexport map_source/prefabs/br/wz_vg/mp_wz_island/commercial/hotel_01.usd as hotel_01.glb

Alternate processed files applied animation base poses (glTF files on discord)

When importing the USD file into blender, for Object Types, only select Meshes Note: many of the meshes in the original scene use an animation base pose to position the object. Consider applying these transformations before exporting from blender.

Press 1, 2, or 3 for various camera locations. Press B for benchmark (see console for results).

Options: --minimal disable bloom, AO, AA, shadows --random-materials assign randomly generated materials to each unique mesh (mesh instances also share materials) --texture-count quantity of unique textures sets to randomly select from. (A texture set being: base_color, roughness) --count quantity of hotel 01 models --deferred use deferred shading --no-frustum-culling disable all frustum culling. Stresses queuing and batching as all mesh material entities in the scene are always drawn. --no-automatic-batching disable automatic batching. Skips batching resulting in heavy stress on render pass draw command encoding. --no-view-occlusion-culling disable gpu occlusion culling for the camera --no-shadow-occlusion-culling disable gpu occlusion culling for the directional light --no-indirect-drawing disable indirect drawing. --no-cpu-culling disable CPU culling. --spin spin the bistros and camera --hide-frame-time don't show frame time --help, help display usage information