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General considerations setting up KeyShot scenes for VR

Number of polygons

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.

More about /wiki/spaces/K8M/pages/311853273 in KeyShot.

Lighting Preset

KeyVR Tech preview 1 does not do global illumination. This means that product renderings currently look considerably better than interior renderings in KeyVR.

More about /wiki/spaces/K8M/pages/418250857 in KeyShot

Use of textures

You can use image textures on your model. Currently only one Mapping Type (Box, UV etc.) is supported per part (view supported Mapping types) and all Map Types (Diffuse, Bump etc.) have to have the identical parameters - i.e. they should be synced.

More about /wiki/spaces/K8M/pages/311918959 and /wiki/spaces/K8M/pages/311951677 in Keyshot

Scene Units

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.

Camera position

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.

Environment

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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