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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 to give you the most photorealistic VR experience possible, without compromising the overall performance. On this page you can find an overview of the requirements and capabilities of KeyVR.

On this page:

HMD support

HMD

Support

Note

Oculus headsets (Rift series, Quest series via Link)


Requires install of the Oculus App.

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

SteamVR headsets (HTC Vive series, Valve Index)


Requires install of Steam and SteamVR (via Steam).

Varjo headsets (VR series, XR series)

Requires install of Steam, SteamVR (via Steam) and Varjo Base applications.

Windows Mixed Reality headsets (such as the HP Reverb series)


Support through Steam and SteamVR (via Steam), requires install of Windows Mixed Reality for SteamVR (also via Steam).

General support

Support

Note

PBR

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, caustics and color bleeding is not simulated 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 7/8/10.

High level features

Support

Note

Multi materials

Materials within a Multi-Material can be selected via the KeyVR tool Switch Material.

Model sets


Model Sets can be selected via the KeyVR tool 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 tool Switch Environment.
Move Model lets you rotate the environment, if it is not locked.

Camera


The camera position can be selected via the KeyVR tool 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 can 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.

Connect


Users must be on the same LAN or VPN (KeyVR Connect needs a direct connection between hosts and clients via their IP). And launch the same version of the scene, either locally or from a shared folder.

Textures


Limited to image textures using one of the supported mapping types (view supported mapping types) when not baking.

Materials


Multi-materials and basic materials are supported (view supported material types). Baking can improve the representation of some materials.

Image Styles


Basic style (gamma/brightness) is supported, Photographic style not supported.

Material graphs


Support via baking.

Studios



Configurator



Labels


Support via baking.

Material types

KeyVR supports the most commonly used KeyShot materials. Materials that are not supported will be appear as the closest matching alternative. Baking can improve the look of your materials in some cases.

Basic Materials

Support

Note

KeyShot

KeyVR
Without baking

KeyVR
With baking

Diffuse



Flat


Glass


Approximate appearance including refraction and IOR. Does not use roughness.

Glass (solid)

Approximate appearance including refraction, IOR and thickness. Does not use roughness.

Liquids


Approximate appearance including refraction, IOR and thickness. Does not use roughness.

Metal


Baking can result in a closer match of overall color.

Paint


Plastic



Thin Film


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

Translucent


Translucent appears as diffuse opaque material (raises warning). Baking can result in a closer match of the overall color.

Advanced Materials





Advanced


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

Anisotropic


Anisotropic appears isotropic (raises warning). Baking can result in a closer match of the overall color.

Dielectric


Approximate appearance.

Gem


Gem appears like glass without dispersive effects (raises warning).

Generic

Use baking for an approximate appearance.

Measured


Measured is not supported without baking and objects will appear red (raises warning).

Metallic paint


Metallic Paint looks incorrect for high metal coverage, ignores clear-coat values (raises warning). Baking results in a closer match.

Multi-Layer Optics


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

Plastic (Cloudy)


Plastic (Cloudy) appears as diffuse opaque material (raises warning) or, when using baking, as tinted glass.

Plastic (Transparent)


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

Real Cloth

Use baking for an approximate appearance.

Scattering Medium


Scattering Medium not supported (raises warning).

Translucent (Advanced)


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

Velvet


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

Light Sources





Area Light


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

IES Light


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

Point Light


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

Spotlight


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

Special





Cutaway


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

Emissive


Does not contribute light to the scene.

Ground


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

Toon


Without baking: Toon contour is ignored. Objects appear as solid base color (raises warning).

Wireframe


Without baking: Wireframe does not show wireframe. Objects appear as solid base color (raises warning).

Xray


Xray not supported. Objects appear as transparent (raises warning) or black with baking.

Material Library Only





Moldtech


Axalta Paint


Without baking: Axalta Paint not supported. Objects appear red (raises warning).

Texture Maps


Support

Notes

KeyShot appearance

KeyVR appearance

KeyVR, with baking

Label


Use baking or a planar mapped texture.

Diffuse Texture Map

Some mapping types and options are only supported with baking.

Bump Texture Map

Some mapping types and options are only supported with baking.

Specular Texture Map

Some mapping types and options are only supported with baking.

Roughness Map (In Material Graph)


Some mapping types and options are only supported with baking.

Opacity Map


No support for Opacity Maps.

Texture Types


Support

Note

Texture Maps


*Blend with color is not supported without baking.

VDB



Tiled UV


Use baking.

Tri-planar



Video Maps



Procedural (2D Texture and 3D Texture)


Use baking.

Texture Mapping Types

Overall only one type of mapping is supported per part.


Support

Note

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


Use baking.

Environments


Support

Note

HDRI environments


Full support for both data driven and procedural environments.

Flatten Ground



Ground Shadows



Background Color



Backplate Image




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