Join Craig Barr for an in-depth discussion in this video Real-world scale in VR, part of Unreal: Virtual Reality for Architectural & Industrial Visualization.
- [Instructor] The most important consideration for designing and building for virtual reality is scale. Real world scale is paramount for a believable experience. Let's take a quick look at some areas to consider for your visualization project. So here we are in our space and I'm just simply going to use the controllers to navigate around. A couple of things to keep in mind when you're working with VR, especially with scale, we want to work with real world scale, so in this sense, we want to make sure that everything feels just about right.
And I can tell when I'm standing in here that everything does feel pretty much exactly where I would expect it to be. Now, it's important to note that objects and scale are what really drive your virtual reality experience. If things are not to scale properly, it's going to throw people off. Another thing on that is also textures. Textures need to be to proper scale, so for example, this marble countertop here. I can see that that texture is in line with what I would expect. It's not something that looks way out of view or something that isn't proper, as well as the hardwood floor.
These large planks on here are something that the texture does work within the parameters of something I would expect in the real world. So these are things to keep in mind as well. Back to objects and scale, one of the things that you'd want to consider is when you're building your assets is to constantly have good reference available as well as the ability to measure. So the idea of actually coming into your objects and actually measuring from the top of a countertop down to the bottom so that everything does fit within the real world space.
So when it comes to virtual reality you want to be able to look at things and actually feel like you can sit on that sofa or use this table for example. There's also the fear of getting too immersed and trying to sit on something that actually isn't there, so by all means, be careful of that. The last thing to note here with reference to scale when it comes to objects or textures is the fact that humans have that natural ability, all of us regardless of your experience with virtual reality or not, to know if something is off, and if something isn't right to a scale, the whole experience will be off and it will certainly skew the viewers experience for that.
So that's just a quick overview of scale in a virtual reality space and how it makes the viewer engage or experience the overall scenario for your visualization.
- Considering VR as a presentation tool and a design tool
- Selecting your VR gear
- Migrating projects
- VR scene adjustment tips
- Real-world scale in VR
- Textures, details, and navigation in VR
- Dealing with motion and VR sickness