KeyVR Capabilities

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.

General support

 

Support

Note

 

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).

High level features

 

Support

Note

 

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

Basic Materials

Support

Note

KeyShot

KeyVR
Without baking

KeyVR
With baking

Diffuse





diffuse.png
kvr_diffuse.PNG

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



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



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



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



Support

Note

HDRI environments



Full support for both data driven and procedural environments.

Flatten Ground





Ground Shadows





Background Color





Backplate Image