We’re currently developing an application that lets our customers visualize housing projects in context with their environment. This means combining 3D models of houses (from BIM models), a database of existing LOD1 structures in the area, and the wider terrain surrounding the building.
Our main focus is a desktop application built in Unreal Engine, and we’re looking for ways to leverage the datasets we put together and display them on the web as well. Verge3D looks very interesting, and creating a walk-through of a house model looks seems pretty straightforward (we see examples of this in the gallery as well).
However, our value proposition is to display the house model and also generate the actual location where it sits. The terrain mesh can be fairly low poly, and there are several ways we might load it in the app. Here are some assumptions:
– We can generate the terrain in a separate operation, which is then loaded into Verge3D as a textured asset (OBJ, FBX, gITF).
– We can make an object in the Verge3D scene that awaits input from a displacement map. We generate the map and it’s loaded by the application.
Does this make sense, or are there perhaps better ways to go about this?
Also, we need to allow the user to move and rotate the building into place in the terrain. Would that be possible to achieve in Verge3D?