Roger_Stermann1:
at the end of the Adding Dataset tutorial-Step 6 things started to get into more in-depth terminology that I as a new to Unreal and Cesium and non programmer person did not understand.
The wording of this section is definitely more technical. The tutorials following this one ideally are not as complex, but user feedback is super important for making sure that the onboarding process is smooth. If you discover other stumbling blocks in the learning content sequence, please let me know! I’ll see what I can do to clarify sections.
I’ve made my way to the global scenes with sublevels tutorial but I ran into problems there and need to redo it at least once if not twice to understand how to create folders and levels in the correct locations. They don’t seem to allow dragging and dropping from the original location-lol. I’m having a little difficulty understanding where levels and sublevels reside and where I have to be positioned in the software to create them in the right location / level.
Roger_Stermann1:
Will Cesium also work directly with Twinmotion or Reality Capture? or is there a plan to have Cesium work directly with Twinmotion or Reality Capture?
Reality Capture currently supports uploading to Cesium ion. If you upload a mesh-based file, you should be able to import it in to Unreal. (point clouds are not supported yet.) I am not aware of any plans involving Twinmotion, but if that’s something you’d like to see in the future, let us know!
Ok, that’s definitely better than a ‘no’ which I was expecting. Silly Q1: How do I know a file is ‘mesh based’? Yes, I would love to have Cesium/RealityCapture/Twinmotion be integrated tightly. Twinmotion for AEC and environmental uses I see as a growing area . Twinmotion because of it’s relative simplicity. As you probably are aware, there is tight integration bw TM and Revit, Sketchup and other cad based sw.
Roger_Stermann1:
I have a 360 interior model file of a building that I had constructed out of 360 2:1 images that I took, can that file be brought into Cesium and overlay the photogrammetry in a way that the user could still enter that building?
To clarify, is this file a 3D model, or a series of 360 degree images? If it is a 3D model, it should be relatively straightforward to place the model inside of the photogrammetry and allow the user to view the inside of the building. You would need to import the file in to Unreal Engine and place it in the scene manually (Or, if it’s a supported file type, upload it to Cesium ion and import it to Unreal), then build some functionality to allow the user to switch between the interior and the exterior.
If the file is a series of images, I suspect it will be more complex - you’d have to rebuild the functionality for the user to switch between viewpoints. I haven’t seen anything in Unreal Engine that would allow you to quickly create a similar interactive experience as the one you linked, but if you are prepared to get involved with Blueprints or C++ code, it’s definitely doable. Here’s a link to get you started - https://forums.unrealengine.com/t/360-panoramic-photo-in-a-spherical-mesh-like-on-street-view/107028/6
This is a 3D model. What file types is Cesium supporting at this time?
Roger_Stermann1:
Is the Cesium3D Tileset actually the actor we were told to title “LocalTileset” or is the text incorrect and the graphic correct which indicates the Cesium World Terrain actor?
The tileset used in this example could be any tileset at all, but would have the greatest impact on complex tilesets like Cesium World Terrain or imported photogrammetry. You can see the effects most easily in a scene like the Melbourne photogrammetry described in the Adding Datasets tutorial. If you move the camera to be among the buildings, you should be able to notice the effects of enabling and disabling Frustrum Culling.
When Enable Frustrum Culling is checked on a tileset, the tiles that are far enough out of view should disappear, and they should no longer cast shadows in the scenario you described.
When Enable Frustrum Culling is unchecked, all the tiles should stay loaded, and cast shadows even when not in view.
This setting has to be set on a per-tileset basis- if you have multiple tilesets in the scene, they will each follow their own settings, and the setting won’t have an effect on objects that are not tilesets. If your tileset only consists of a cone, it might not be culled at all since the file is so small.
Let me know if you have any other questions!
-Alex
Strange, I must be doing something out of joint as I positioned myself with my back to the ‘cone’ actor we placed into the tileset tutorial and in it’s shadow and turned on and off the ‘enable frustrum culling’ checkbox thinking I would see the shadow disappear, but it never did. If you get what I am trying to describe , any thoughts on what I am missing?
Thanks!
Roger