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General considerations setting up KeyShot scenes for VR

The GPU rendering in KeyVR is polygon and fill-rate limited. I.e. for the best frame-rate limit the number of polygons to 2-3 million on high-end GPU's. This can easily be done when importing CAD models to KeyShot by limiting the tesselation factor (press 'h' in KeyShot to see the polygon count / Triangles). KeyVR will accept any number of polygons that fit in GPU memory though. Easily 40 millions on a 4 GB graphics card.

Since tech preview 1 does not do global illumination, product renderings look considerably better than interior renderings.

Only UV mapped textures are supported in tech preview 1. The default texture mode in KeyShot is Box mapping, and should be changed to UV to get any result. Notice that the 3D object itself needs to have UV coordinates embedded - this is not something KeyShot can generate. This is typically done in an external program before importing into KeyShot.

The units of the KeyShot scene is directly used as units for the VR headset. If a scene unit has not been selected it is assumed to be in meters. I.e. a box of size 1x1x1 will be a box that looks like it is 1x1x1 meters big in VR.

The HMD by default starts at the location of the freecam. I.e. the user can easily be hanging several meters up in the air to start.

In many cases you want a 3D environment that your object of interest is situated in. In order to not inadvertently move that environment it can be set to "locked" in the KeyShot scene tree - and KeyVR will respect that.


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