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Caldera Hotel 01 Example

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).

console
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