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3 min read
In episode 01 of his third VRED series, Mike Turner gives us an overview of DGDesign’s history with public transportation design and shares some of the work they’ve done.
In episode 02, Mike turns to interior rendering and VR set-up. He discusses his experiences with interior design visualization in VRED and has some great tips for optimizing scenes to perform well with less than less-than-state-of-the-art hardware.
Check out the highlights below or scroll down for the full video.
0:34: VRED Open GL imaging offers very quick imaging results without the need for raytracing – and for DGDesign, it forms the basis for real-time design assessment in VR.
Mike’s team typically reviews designs at a client’s premises, so they chose to run their VR set-up on a portable workstation because it’s easier to transport.
This setup provides a lot of flexibility for clients. It does mean taking care of your VRED Open GL file setup to ensure the scene is set up to run smoothly in VR. And it’s important to be careful to balance overall image quality with frame-rate speed.
2:11: Meshing
– Low or even coarse works fine for most
components
– Keep tessellation quality as low as you dare
– Fewer polys will be faster in complex VR
scenes (seats, etc.)
2:48: General shader setup assignment
– As per exterior work
– There are good libraries within VRED
– But substance materials can be heavy and
slow in VR
3:16: Lighting
– Mike often works with rectangular lights
– To simulate longitudinal runs, you can
adjust in real time (day to night, ambient
mood, client color options, etc.)
– You can bake lights in, but there’s no easy
adjustment in VRED Design once baked
In VRED Pro, there’s the option for texture-based baking which shows lighting options via variant sets with Python scripts.
DGDesign hasn’t tried this yet but thinks it sounds interesting and offers flexibility.
4:13: Interior layout work
– Mike recommends laying out interior work
in VRED using instances
– That keeps it easy to ripple changes in
interior, especially when dealing with
spaces with sometimes 65-70 seats
4:45: Exterior environment
– You can apply motion blur to dome to
simulate vehicle movement in OGL renders
5:04: How to best balance balance image fidelity with framerate while navigating hardware limitations:
7:00: If you’re still experience slow visualization:
Access the full Interior Rendering and VR Set-up in VRED video:
You can get started by downloading the new Alias & VRED Learning Editions:
For Alias, click here.
For VRED, click here.
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