Join Craig Barr for an in-depth discussion in this video VR scene adjustment tips, part of Unreal: Virtual Reality for Architectural & Industrial Visualization.
- Now that we have our headset on, and we have the controllers ready, we can see that everything is running properly in Unreal. So we can start to interact with our environment, and we can start to figure out how our surroundings work in virtual reality. So with that said, let's jump into Unreal Engine and take a look at how we can work with our controllers and our virtual reality settings. Now that we have our project up and running, let's take a look at some important areas to consider for adjustment, to meet your virtual reality for visualization needs. Now, there are times where changes to the scale and view may be required.
An example would be the difference between something large and open, like an open space, like an architectural layout, or something more confined, something, perhaps, like an airplane cockpit. These have different needs with for virtual reality, and sometimes, you may need to tweak some things. We're going to take a look at some tips here on where you can find those in Unreal, and how to address them. Right now, let's hop into the virtual reality space. So if you have access to the scene files here, you'll be able to hop right into the entire virtual reality project here, just by simply hitting play. So now that we're in the space, we can actually move around or navigate around, into our space, quite simply, much the same way as we were doing with the basic template setup.
Now, within this space, if we have everything built to scale, then everything should behave and work properly. Now there are some considerations to look into here, and that is different field of view, to give a different experience, so for example, right now, we are working with Unreals default setting of a 90 degree field of view. So what I want to do is actually go and take a look at how we can perhaps adjust that. There is another setting as well, which is your overall world scale. Let's take a look at some of the settings related to field of view for virtual reality, and also, the overall world scale to set this up.
So I'm just going to hop back out of this and into the Unreal editor. So back in the Unreal editor, we're going to see that we have our scene, we have our UI setup, and we have the ability to actually access a few things here to change or address any field of view potential issues, so with our VR Pawn Player over here in the out liner, what you want to do is actually go in and edit that blueprint, so we're just going to click edit blueprint on that. And you can see there's quite a setup here. The Pawn Player has everything to connect the Vive hand controllers, and of course the headset, within the VR space.
But what we want to take a look at, over here by this VR origin area, is the camera. So if we just click on camera, up in the top left of our blueprint editor, and then come over to the details panel on the far right, you're going to see that we have, underneath camera settings, field of view. And this defaults to 90 degrees. Let's change that to 100 degrees here. Now, we've just experienced our project at the default setting of 90 degree field of view, let's go see if we can see something a little bit different with a setting of a 100 degree field of view. Now, it's important to note here that watching this on a flat screen is not the same as being immersed in the virtual reality aspect of it, and the visual changes there may not be as apparent as they are in the virtual reality space, but the point is the same here.
Different projects require different needs for field of view, as well as world scale. So, while we're on the field of view here, we want to make sure we do something important when we're in Unreal. Any time you make a change to a blueprint, you need to compile. So up in the top left corner here, you see the question mark with the gears. Let's just click that, and now we have a nice, green check mark, and it literally says good to go. So you're okay, so we'll hit save. Make sure that we're all saved up, and we'll just get out of that editor just by clicking the red X there. So we're in our scene, we've compiled that field of view, and before we jump back into the space in virtual reality to see the difference with that field of view, let's take a look at one more thing while we're in here.
And this is up underneath the settings tab here. So we want to click our settings button, and then go down to world settings. You're going to see, it's going to pop another tab beside your details here, so we want to be sure that we're in the world settings tab, and we're just going to scale down, or just scroll down, sorry, all the way to the bottom. And you'll see something here called VR, if that's not open, just click that little arrow. And you're going to see world to meter, and you can address this, you can change that parameter, and you can change this to meet the needs of your project. As I mentioned, if you're in a confined space, as opposed to something wide and open, like a warehouse space, there are two different things going on there within virtual reality, and the confined space may have certain requirements.
For example, a virtual reality airplane cockpit may have certain needs here with field of view, and even your world scale. So these are things to consider and to remember, world settings, underneath the settings tab, and also in your VR Pawn, from the VR template, in the blueprint editor. Let's jump back into the virtual reality space, and see if we can see a difference with our field of view. So back in the space here, I can actually feel a difference here with our field of view. Everything does have a bit of a different feeling to it with, the higher you go up in field of view, the safer you're going to be as far as any changes in field of view.
If you go down lower, that's where everything kind of gets this crammed in and skewed feel. And you can actually get a little bit of motion sickness, or VR sickness, as they call it. So here in our space now, we're going to work with this at a 100 degree field of view to provide what we need overall for our basic setting. So that's just quick overview of how we can work with field of view within a virtual reality setting, as well as world scale, if your project demands that.
- 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