Oculus intergration636
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1inna private msg quote post Address this user | ||
Anyone successfully integrated matterport scan into Oculus? Need some tips to get high quality presentation. Also unity version does it have to be paid version? | ||
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vrealstudio private msg quote post Address this user | ||
Hi, inna You can do Oculus integration on both Unity4 and 5. And you should Unity Pro version (may be) You may follow up as guide page on Matterport website. When you integrate it, there are no tips. Everything depends on tool. Absolutely, to get a highest quality, firstly your scan should be perfect. Keep scanning quite dense, reduce a hole. I suggest low ceiling. If your scan has many mirror and window, texture quality get more lower. You need perfect scan edit on Capture app before submit cloud. To get highest quality, Unity-Oculus Template is the best. Don't convert obj into Blend, 3D Max and others. |
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inna private msg quote post Address this user | ||
Thank you so much for your tips. I opened OBJ in Maya and not very happy with the way model came out. I think I will need to fix some holes in the walls and floor before importing into unity to get the best model possible first. Also it is unrealistic to rescan the 5400 sq foot house again. I think much faster to rebuild in maya. Thanks for your tips and video it is great. | ||
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kc1302 private msg quote post Address this user | ||
Better to build it maya, 3dsmax, modo or whatever you use. Should be easy and fast. Just make clever use of substances (SBSAR)and your good to go. Performance The mesh chunks are randomly cut. The mesh have holes not very suitable for frustum/occlusion culling. The mesh will require decimation especially if you wish to port it to gearvr, cardboard etc. Where the limit is currently set at 100.000 vertices / 100.000 triangles / 100 drawcalls per scene. Aestetics. Is subjective. Some say it's ok, some find the distorted uv's, holes, black spots unacceptable. |
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