I find real-time walkthroughs helpful at the concept development stage of a project. However, I don’t want to waste time preparing meshes for materials assignment at each iteration. The workflow from Dynamo to Unity seems to provide a reasonable solution. Exported meshes can have colliders, UV texture coordinates, normals and materials automatically assigned on import to the game engine – making for quick turnaround of design options.
The images are rendered with Realtime Lighting only – Mixed Lighting (baked global illumination) was avoided – in order to speed up turnaround. Unity’s automation of UV mapping provides good results in terms of scaling and minimizing distortion but seam positions are arbitrarily placed. However, the latter is not a major issue when texture patterns are relatively small in scale and consistent throughout – as are those for a lot of building materials.
The above is obviously just one of many options for achieving the desired result. I’d be interested to know how others have found the workflow from, say, Dynamo -> Unreal Engine 4 / Autodesk Stingray, or Dynamo -> Revit -> Enscape. It’s been a while since I played around with Revit’s materials editor but I found it real clunky and limited in comparison to games engine equivalents.