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With KeyVR you can, with the click of a button, bring your product into VR - Enabling you to present your product in-scale, and make design decisions throughout the design process. Our development team is continuously striving at giving you the most photorealistic VR possible, without compromising the overall experience. On this page you can find an overview of the requirements and capabilities of KeyVR

HMD support


Supportnote

Oculus Rift


Requires install of Oculus Experience.

Note: You may need to enable "unknown Sources" in the General Settings. → Learn more

HTC Vive
Requires install of Steam and SteamVR
Windows Mixed Reality
Support through SteamVR, requires install of "Windows Mixed Reality for Steam VR".
Always run Mixed Reality first and calibrate space

General support


Supportnote
PBR
Materials and lighting is physically based. Objects are lit by HDRI Environment.KeyVR features a physically based rendering engine with materials lit by an HDRI Environment. Features include environment reflection on various roughness levels on both plastic and metal-like surfaces as well as accurate color transmission on transparent objects. Refraction is approximate.
Global Illumination
Interreflection, refraction, caustics and color bleeding is not shownsimulated due to performance requirements in VR. No light sources beyond HDRI environment are supported.
GPU hardware
Recommended Nvidia GTX 1080 / AMD Vega 64 or better to keep smooth frame-rate.
Polygon count
Polygon count only limited by GPU memory, but in order to keep a smooth frame-rate we recommend aiming for 3 million or less polygons on a high end GPU
File format support

KeyVR can directly render all the file types that KeyShot can import. KeyVR itself can load KSP or BIP.

Note that the geometry has to be triangle based, curve based geometry, zspheres and NURBS are not supported (NURBS can be re-tessellated in KeyShot).

OS
Requires windows

High level features


Supportnote
Multi materials
Materials within a Multi-Material can be selected via the KeyVR menu - Switch Material.
Model sets
Model Sets can be selected via the KeyVR menu - Switch Model Set.
If a Model Set is "always visible" this is also respected in VR to e.g. add static scene setups.
Environment
The active Environment can be selected via the KeyVR menu - Switch Environment.
Move Model lets you rotate the environment, if it is not locked.
Camera
The camera position can be selected via the KeyVR - Switch Camera. Camera Settings that don't make sense in VR will be ignored e.g. spherical, field of view, shift, depth of field.
Animation

Animations can be started/stopped via the KeyVR menu. (Long animations will take a long time to load).
Fade animations are not supported.

Locked
Locked parts of the scene tree and locked environments cannot be moved in VR.
Textures
Limited to image textures using one of the supported mapping types (view supported mapping types).
Materials
Multi-materials and basic materials are supported (view supported material types).
Image Styles
Only Basic style (gamma/brightness) is supported, Photographic style is not .supported
Material graphs
Including Material animation and Displacement
Studios

Configurator

Labels
Don't appear (raises warning) - A possible workaround is to use a planar mapped texture

Material types
Anchor
material_types
material_types

KeyVR supports the most commonly used KeyShot materials. Materials that are not supported will be appear as the closest matching alternative.

Basic MaterialsSupportnoteKeyShot appearanceKeyVR appearance
Diffuse

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Flat

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Glass

Approximate appearance . including refraction and ior

Does not refract, does not use roughness or transparency distance

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Glass (solid)

Approximate appearance .including refraction, ior and thickness

Does not refract, does not use roughness or transparency distance

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Liquids

Approximate appearance .including refraction, ior and thickness

Does not refract, does not use roughness or transparency distance

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MetalAnodized metals not accurateImage RemovedImage Removed
Color, no roughness
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Color, medium roughness
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Color, high roughness
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Measured
Paint

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PlasticImage RemovedImage Removed
No roughness
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Medium roughness
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High roughness


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Paint

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Plastic

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Thin Film
Thin Film appears like regular glass without thin film effects (raises warning)

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Translucent


Translucent appears as diffuse opaque material (raises warning)

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Advanced Materials



Advanced
Advanced is treated as opaque plastic with diffuse, specular and roughness only (raises warning)

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Anisotropic
Anisotropic appears isotropic (raises warning)

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Dielectric
Approximate appearance

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Gem
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Measured
Measured is not supported. Objects appear red (raises warning)

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Metallic paint
Metallic Paint looks incorrect for high metal coverage, ignores clear-coat values (raises warning)

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Multi-Layer Optics
Multi-Layer Optics appear like regular glass (raises warning)

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Plastic (Cloudy)
Plastic (Cloudy) appears as diffuse opaque material (raises warning)

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Plastic (Transparent)
Plastic Transparent appears like opaque specular plastic. Transmission is ignored (raises warning)

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Scattering Medium
Scattering Medium not supported. Objects are not shown (raises warning)

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Translucent (Advanced)
Translucent (Advanced) appears as diffuse opaque material (raises warning)

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Velvet
Velvet sheen ignores back scatter and edginess. Looks like regular specular highlights (raises warning)

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Light Sources



Area Light
Area Light appears as emissive. Power is ignored (raises warning)

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IES Light
IES Light not supported. Objects appear hidden (raises warning)

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Point Light
Point Light not supported. Objects appear hidden (raises warning)

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Spotlight
Spotlight not supported. Objects appear hidden (raises warning)

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Special



Cutaway
Cutaway not supported. Objects appear hidden (raises warning)

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Emissive
Does not contribute with light in the scene

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Ground
Ground not supported. Objects appear hidden (raises warning)

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Toon
Toon contour is ignored. Objects appear as solid base color (raises warning)

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Wireframe
Wireframe does not show wireframe. Objects appear as solid base color (raises warning)

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Xray
Xray not supported. Objects appear as transparent (raises warning)

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Material Library Only



Moldtech

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Axalta Paint
Axalta Paint not supported. Objects appear red (raises warning)

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Texture Maps


SupportNotesKeyShot appearanceKeyVR appearance
Label
Labels are ignored - A possible workaround is to use a planar mapped texture

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Diffuse Texture Map










Texture Mapping Types Cylinder, Box, Sphere, Planar supported. Tri-planar converted to box

Settings such as Flip, Repeat supported.

Note that artifacts can arise around edges and discontinuities - depending on tessellation of geometry.

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Bump Texture Map
Bump as well as Height Map supported with Mapping Types just like Diffuse Texture Map.

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Specular Texture Map

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Roughness Map (In Material Graph)

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Opacity Map
No support for Opacity Maps

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Texture Types


SupportNote
Texture Maps
*Blend with color is not supported
VDB

Tiled UV

Tri-planar



Video Maps

Procedural (2D Texture and 3D Texture)

Texture Mapping Types
Anchor
texture_mapping
texture_mapping

Overall only one type of mapping is supported per part.


SupportNote
Planar Texture Mapping

UV Texture Mapping

Box Texture Mapping



Cylinder Texture Mapping

Sphere Texture Mapping

Camera Texture Mapping
Active camera is used, but does not update with moving around in VR
Node Texture Mapping

Environments


SupportNote
HDRI environments
Full support for both data driven and procedural environments
Flatten Ground

Ground Shadows

Background Color

Backplate Image



Panel
titleFeatures

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