CET to VR.
Yulio is a VR software for designers that offers an array of tools to convert your CAD files to VR. If you currently use CET Designer to create 3D renders, you can also use it to author VR ready scenes using the CET to VR plugin by Yulio.
The advantage to using the CET to VR plugin is that the render time is incredibly fast vs. other tools, and still provides the sense of space and scale that is so key to VR. The output is monoscopic, however.
These kinds of VR experiences are great for early-stage projects where you might want to check sightlines or propose many configurations of a space to narrow down decisions before investing in significant rendering time. The projects may lack elaborate lighting controls and rich textures so that they take on a somewhat ‘cartoonish’ and flat look.
Designing for VR
Designing for 360 is a fairly new concept because we grew so accustomed to designing for 180 and what is right in front of us. VR spaces are 360-degree environments, designers have to account for the fact that the viewer can turn around. While not all views need a fully rendered space, you don’t want to leave your audience looking at white space. As a result, you may need to add design elements to close those gaps and ensure an immersive experience. Additionally, designers may need to link their renders to show multiple areas or viewpoints. This can only be done in VR software like Yulio that offers multiple scenes, hotspot navigation or other links.
Our top tips for your VR designs
Your first designs when rendering for 360 will let you experiment with material textures and lighting details. Lighting controls vary significantly by render engine that you are using, but if you have control you can manipulate the shadow rays and light multiplier controls. Our designers set their shadow rays at 100, then render, and then adjust them or the light multipliers by 0.1, 0.2, etc. until they have the desired effect. Texture is also very important to think about while viewing in VR. In typical design, you might be used to repeating tiles of swatches, but the repetition and rotation of them will be more obvious and jarring in VR. Consider stretching swatches to cover a whole surface or placing swatches in places where there are natural breaks, but know that how you create visual texture in 2D will show up in VR and either contribute or break the level of immersion.
Selecting the scenes to be rendered out of CET is very important as you always want to be thinking about the narrative. Consider the way you want to take the viewer through the story when you’re designing, and be selective about the viewpoint you set to start the experience. Since your viewer will likely begin looking around almost immediately, set your starting camera position at something that will anchor them, and allow them to move.