I am rendering interior architecture and would like some panos rendered in high quality to view on my quest 3 headset. I am able to render them and view them on the headset, but I can’t seem to achieve a life like scale, the rooms feel like they are 50 feet tall. I have tried rendering lower resolutions, and I have scaled my model down to 10% and the massiveness remains. Is there something I’m missing?
Additionally I have been using KeyVR and am curious if anyone knows what specific material limitations are set for VR viewing. Reflections are limited, as are physical lights even when baking.
For the materials I always try to explain PBR materials are basically what you can view in a real time viewer. It’s like materials which you would also use in game-design or which are used in the real-time viewport of programs like Marmoset, Substance Painter and for example the Windows 3D Viewer.
I don’t use KeyShot VR much but I do test some models often with the 3D Viewer in Windows. That’s actually a nice viewer to see/check GLTB files, shows the maps, amount of tris etc. but you are limited on the type of materials you can use. I hope KS will actually have PBR node since that would make such conversion much easier or have the option to put the real time view into a PBR viewer. In for example Substance Painter you can switch to a iRay (non real-time) view.
About the panorama, I think it must be some kind of resolution issue where the amount of pixels per inch gets the wrong amount or is interpreted wrongly. Normally 3D > VR is 1:1 scale and if you make the room the right size as 3D model it always fit. Because you now render an image, the image is projected on a certain scale. If I’ve some time I’ll try if I can figure something out.
PBR is created to generate realistic looking materials to be used in real-time renderers like modern games/vr/augmented reality etc. I remember Simon from KeyShot mentioned they were working on a PBR material type which would make it so much easier and less time consuming to render models which already have PBR materials but also to get a better idea how a VR/GLB would look. Especially if they for example would change the ‘fast preview’ option to a ‘PBR Preview’ option. That won’t show all more advanced materials very simplistic/wrong but that’s also what you would get exporting as GLB.
The dpi input should also be changed to a pixel size when exporting to GLB since you don’t print GLB files on paper. Makes no sense and if you enter the wrong number, you get stuck on exporting since the files get HUGE.
Converting the other way around to a measured type since PBR materials have too little features. They are awesome because with a few simple observations like:
color
metal or no metal (basically a binary choice)
how rough
does it have some bumpiness
you receate/simulate materials easily. Well, as long as it ain’t complicated transparent material.
Especially with many companies who use KeyShot Studio export to VR/AR it would be such a timesaving feature since you know what you’re going to get.
Thanks for the reply,
I use PBR workflow often, using Keyshot VR there is a lot of jumping in and out of the headset, and a lot of waiting for a bake. One problem that needed a solution is that I had a small interior space, an elevator, with mirrors on two sides so that when you look into them there is an “Infinity” effect, it is brilliant in keyshot studio. My solution was to Render a high res panorama and create an HDR of the interior, because VR will reflect HDR, but not global illumination. It is a good approximation, if not a little uncanny. I do wish however that we had the option to turn lighting and GI on if we are using a powerful enough computer. I have a dual 4090 rig and I think it could handle it.
Also thank you Marco for the resource.
As far as the Panorama 360 photos, I still have not found a solution (and I’m not certain there is a solution to this - they work fantastic for outdoor shots with horizons, but not for enclosed spaces - even pulling into keyshot as an HDR and shrinking to size does not create a realistic life size feeling, still massive)
I just think it’s currently technically impossible to have it supported in real time. And the 4090 are crazy powerful but VR will use only one I guess. Still crazy powerful but not for something like real time GI I think. I’m by no means an expert on this subject but if it was possible I think games would look way more realistic these days. And the reality is that you should already be happy if there are more lights than only the sun casting a shadow. Or better, most objects in a game don’t even cast a shadow.
And casting shadows is less difficult than something like global illumination. If you add VR to the mix it gets a really heavy blend of items, and I think that will take some years.