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  1. Content creation

AR preparation guide

Below we describe the main recommendations on scene preparation for AR (without the bone animation)

PreviousLightingNextOcclusion channel

Last updated 1 year ago

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The smartphone software designed to run AR scenes has the following limitations and has no ability to play:

  • Any light effects (refraction, reflection, scattering (volumetric flow), anisotropy, caustics, etc.)

  • Video or animated textures

  • Imitation of fluid media (liquids, gases), static volumetric media (fog, smoke, clouds).

Since the USD format of the scene is more "demanding" (compared to GLB), following instructions is limited to the general recommendations for preparing the scene to run in AR.

  • Avoid redundant geometry:

  • Hard edges increase the file size. Hard\Soft Edge Maya and Mark\Clean Sharp Blender. Do not use this tool unnecessarily.

  • Take a look at the number of objects in the scene and do not exceed the allowed limits (80 objects, 100k vertices).

  • When configuring materials, use only the following maps: Base color, Metallic, Roughness, Emission, Normal, Occlusion, Alpha (other channels in AR are ignored). Place in each of these channels a specific numeric value from 0 to 1 (other values are ignored), or a baked map (texture). Procedurally generated textures are required to be baked!

  • Do not use textures with a resolution greater than 1024 x 1024 px

  • When configuring model materials, keep the same tiling of all connected textures:

  • We recommend creating a single texture atlas of the model instead of a set of textures for each object individually.

  • Create UV islands without unnecessary seams and as large as possible. The more UV islands, the larger the file size. This problem is especially relevant for scanned objects

  • Fully transparent polygons are not perceived by AR Quick look (AR launcher on iOS devices). The first polygon with the smallest vertical coordinate and a non-zero alpha value will be "substituted" for the zero level (if there is an animation, then the zero position will be determined by the same rule at the initial moment of time).

  • Before exporting from the 3D Editor, the model should be at zero of all coordinates of the 3D space and have the following orientation:

  • AR plays animations of moving, rotating, and zooming an object, as well as bone animation (avatars). Before the final export of the scene to GLB format, the animation must be baked into keys for each individual object.

  • There should not be too many animation keys, otherwise it will negatively affect the performance and size of the final file.

  • Normal Parenting works in AR. This should be used to simplify animation and save keyframes.

  • When exporting an animated model from Blender to GLB, uncheck the following box otherwise, the animation is played incorrectly in the USDZ file:

💡
Properly configured material in the Blender 3D
A good UV map