Landscape Archaeology is a crucial topic, fundamental to understand any site. While there are plenty of projects focused on 3D reconstructions of Roman buildings, landscape archaeology is still not enough treated by virtual museums. This testbed focuses on an interested case study, that is Roman landscape.
How Romans used their territory in the area around Rome (suburbium)?
How they modified its natural aspect to comply with the urban development and the increase of population?
How were organised villas in the suburbium?
In unity the process is more or less the same. U need a plug-in though, that expands the standard Unity terrain tools. Its named 'TerrainComposer'.
In terrainComposer it's possible to populate from a color map, black and white map,… So load in the height map and all vegetation maps the same way as in E-on Vue.
In our case we continue using pre-rendering software E-on Vue.
Vue is an all in one package. It’s able to produce procedural materials, have volumetric clouds, plants, water, day/night cyclus, particles,… It’s possible to animate all these elements.
At first we create a square terrain and load in the saved heightmap (define the height scale, difference between the lowest and highest point in the heightmap).
Working on landscape reconstruction is a process. It can also be used as a study model, and is almost never finished at the first time. That's why it is important to build all the elements as adjustable as possible.
We start by choosing a modeling software. Procedural modelling software uses parameters to contruct the 3D. So it’s easier to adjust over time than free hand modeling software. It’s mostly used for basic shapes. If your scene contains more complex shapes, Blender , 3Ds Max,… can be a better choice.
V-MusT.net is a Network of Excellence. The research leading to these results has received funding from the European Community's Seventh Framework Programme (FP7 2007/2013) under the Grant Agreement 270404.