3D, VR, 360° and Street View Photographers  |  Real Estate Agents  |  3rd Party Service Providers
Should I buy a Camera? Quiz How Much to Start 3D Tour Business? Calculate How Much Can I Make as a Pro? Calculate Win More Listings? Calculate
Need a 3D/VR/360°/Street View Photographer? 3,041 We Get Around Network Members in 101 Countries! Ask For FREE referral!
We Get Around Network Forum
.obj101 UsesAdviceStrategyVR

Oculus intergration636

inna 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?
Post 1 • IP   flag post
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.

Post 2 • IP   flag post
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.
Post 3 • IP   flag post
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.
Post 4 • IP   flag post
37700 4 4
destitute