3D assets preparation and specifications

performance and compatibility considerations

RAUM software runs primary on mobile vr hardware with limited system performance in terms of available memory (VRAM) and graphical computation (GPU).

Consider the weakest device of your team when using 3D assets. Therefore, keep your geometry and texture data on the lowest possible  file size.

You will find an introduction here.

general preparation recommendations

Collider: Prepare hull objects to offload performance upon physics calculations like collisions, grab and glue areas.

Animations: Transform and joint animation are supported – no constraints. Not supported are blendshape animation

Textures: Minimize the amount of shaders used for your object, ideally to 1. User PBR textures with a max. resolution of 1k for best look vs performance tradeoff.

Geometry: Avoid many objects within one file. Combine all geometry into one or a few objects to obtain good performance.

Hierarchy: Avoid unnecessary hierarchy and groups. Deep hierarchy causes decreasing performance. keep flatten hierarchies in your models to obtain maximum performance.

Meta Data: Adjust wrong import or behaviour of your uploaded models.

Y or Z up: Change up-orientation of your models coordinate system. RAUM is Y-up, therefore it is likely you need to adjust orientation when importing CAD models.

Pre Scale Factor: Use pre-scale if your models comes e.g. in 1:10 scale. If models are not provided in 1:1 scale or different units, you can use the pre-scale factor to define their real size. RAUM uses meters as unit scale.

Cover

cover (front & back)

file type: png, jpeg

resolution: Will be scaled and cropped to 540 x 760 pixel

file type specification

glb:

Version 2.0, animations supported. default clip will play automatically on loop, supported features.

Use gltfpack to enable all features: draco mesh compression, ktx/basis texture compression, EXT_meshopt_compression.

TIPP: Significantly reducing memory and cpu usage when importing.

fbx:

Version 7.0 onwards, animations supported. Default clip will play automatically on loop.

obj:

Supported, but not recommended.

TIPP: Glb files, following our recommendation will provide the best user experience.

Tools for Optimization

Convertion of gltf with extra textures into gbl file with embedded texture. 

Convert fbx file to gltf format. 

Online viewer and converter.

assets_symbols

symbols

file type: glb

polycount: 500

texture resolution: should not be larger than 256 x 256 pixels

texture: recommended one, max 6

geo: one

file size: 400kb

read more about smybols

asset_models

models

file type: glb, fbx, obj (preferred file format is glb with ktx/basis textures)

polycount: max. 200.000

texture resolution: should not be larger than 1024 x 1024 pixels

texture: recommend 3, max 6

geo: 10

file size: max. 8000kb

note: do not upload more than 20 models onto one workspace as this will impact the performance and stability

read more about models

Asset_scenes

scenes

file type: glb, fbx, obj (preferred file format is glb with ktx/basis textures)

polycount: max. 200.000

texture resolution: should not be larger than 2048 x 2048 pixels (preferably 1024 x 1024 pixels)

texture: recommend 10, max 24

geo: 30

file size: max. 20000kb

note: freeze transformation

download 3D Scene Volume for correct positioning: here

note: reduce the hierarchy complexity as much as possible, combine meshes that are not animated

read more about scenes

assets_scenes

location add ons

note: add ons shall be created and positioned especially for the used location, as you cannot manipulate those within your workspace

file type: glb

polycount: recommended 2.000, max. 20.000

texture resolution: should not be larger than 1024 x 1024 pixels

light banking: mandatory

must include: collider geometry, physic layer

file size: max. 20000kb

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