On this page we will take you through some general considerations when setting up KeyShot scenes for VR.
Number of polygons
A large polygon count in your scene may cause a drop in frame-rate which will have a negative effect on your experience in VR. Try to limit the polygon count on the model.
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 GPUs. KeyVR will accept any number of polygons that fit in GPU memory though.
How do I see how many polygons my scene has? In KeyShot you can see the polygon count (number of triangles) of your scene, in the Real-time view's Heads-Up Display. This can be turned on from the Main menu > View > Heads-Up Display or with the "H" hotkey.
Can I limit the polygon count in KeyShot? If your model contains NURBS data, the number of triangles can be limited inside KeyShot. Either by adjusting the tessellation factor when importing your models into KeyShot or by re-tessellating the entire model or specific parts after import. More about Re-Tessellating in KeyShot.
If your Model does not contain NURBS data, you will have to adjust the polygon count in your CAD or 3D modelling application.
The geometry has to be triangle based, curve based geometry, zspheres and NURBS are not supported (NURBS can be re-tessellated in KeyShot).
KeyVR does not do global illumination or ray-tracing. This means that product renderings currently look considerably better than interior renderings in KeyVR.
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.
KeyVR requires your scenes to be in your desired scale and unit. 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. You can use the scaling setting to make adjustments to this in KeyVR, but for best results it is recommended to always ensure your scene has the desired and realistic scale in KeyShot.
All models in a Model Set can be moved independently - so make sure that anything you want to handle as a group, is organized as a model in the Scene Tree. If you have locked objects, these cannot be moved in KeyVR, but they will still respond to a change of material.
It is a good idea to consider the scale of the objects you want to show, in relation to the VR experience. For instance if you want to examine a very small object in VR, it will be lying on the "floor" while the HMD will be positioned much higher than that. In this case it could make sense to position the item on a pedestal, to get it within reach/visual range of the KeyVR user.
If your scene has multiple Model Sets, the Switch Model Set option will be appear in the VR menu, and let you cycle through the Model Sets one by one. Hold the trigger button to toggle individual Model Sets on and off. If a Model Set is set to Always Visible, it will not be included in the cycle or pop-up menu, but be visible all the time. Objects in an Always Visible Model Set can be manipulated just like any other unlocked object (with Move and Switch Material) .
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 Environment list and KeyVR will respect that.
If you want to "ground" your object without adding an actual ground plane, you can use the Flatten ground option, just as in KeyShot.
Use the Confine VR view to environment option in the preferences to ensure that your VR user stays within the environment sphere. This also keeps the user above the ground level if your environment has Flatten Ground enabled in KeyShot.
The HMD by default starts at the position of the active camera from KeyShot. It is a good idea to wear the headset while you launch the scene, otherwise the direction of the HMD will change when you put on on, and you may need to turn around to see the objects.
All cameras in the scene can be accessed in KeyVR - also animated cameras. The user can jump to an animated camera just like the regular cameras.
When playing/pausing animations in the KeyVR menu, it will affect all object/material animations, but not camera animations, these can be accessed via the Select Camera menu.
KeyVR will disregard any Switch Events you may have in the scene.