Tells the shader if something is metal or not. Value scale map showing areas of occluded light, which blocks reflections Metallic map For example, scratches, fingerprints, smudges, grime, and so on. This map gives the asset the most character, as it truly describes the surface. Normalĭescribes the microsurface of the object. This map also contains the reflectance and diffuse information for metal (white in the metallic map) and insulator (black in the metallic map) surfaces respectively. When generating mip maps or a texture, the lowest mip must be a maximum of 4x4. This is a requirement for the compression format applied to textures in the exporting steps outlined below. Textures should be authored at resolutions in multiples of 4.
#DELL 3 D VIEWER WINDOWS#
Windows Mixed Reality supports textures with resolutions up to 4096x4096 but it's recommended that you author at 512x512.
#DELL 3 D VIEWER FULL#
Begin by creating a full set of textures including Albedo, Normal, Occlusion, Metallic, and Roughness. Textures should be prepared using a PBR metal roughness workflow. Submeshes are defined in the array of primitives on the mesh in the object. Nodes are a concept in the glTF specification that define the objects in the scene. The Windows Mixed Reality home doesn't support models with more than 64 nodes or 32 submeshes per LOD. Only 3 LOD levels are supported with the following recommended triangle counts: Windows determines which LOD to display based on the amount of screen real estate the model is taking up. The WindowsMRAssetConverter will help you combine 3 versions of your model into a single. Windows MR also supports optional geometry levels of detail (LODs) to ensure a performant and high-quality experience.
It’s recommended you triangulate your meshes before exporting to ensure they don't exceed this count. The Windows Mixed Reality home doesn't support models with more than 10,000 triangles. Triangle counts and levels of detail (LODs) Double-sided materials aren't supported.Avoid tiling textures although they're permitted. UVs must be laid out in a square arrangement in the 0-1 space.All meshes should share one material, with only one texture set being used for the whole asset.All meshes don't need to be combined, but it's recommended if you're targeting resource constrained devices.Working Units should be set to meters and assets so that assets can be authored at world scale.All assets should be built on the ground plane at the scene origin (0,0,0).The asset should face “forward” towards the positive Z axis.When modeling in your program of your choice, keep in mind the following recommendations and limitations: Windows expects assets to be generated using the following modeling guidelines to ensure compatibility with the Mixed Reality home experience. If you haven't created a glTF asset before you can find a list of supported exporters and converters on the glTF working group github page. As glTF evolves as an industry standard for interoperable 3D content, so will Microsoft’s support for the format across Windows apps and experiences.
#DELL 3 D VIEWER FREE#
Glb is the binary version of the glTF format, which is a royalty free open standard for 3D asset delivery maintained by the Khronos group. glb file format with embedded images and binary data. The Windows Mixed Reality home expects 3D assets to be delivered using the. The rest of this article includes a detailed overview of these requirements and extra guidelines to ensure your models work well with the Windows Mixed Reality home. glb/glTF before displaying them in the Mixed Reality home. The 3D Viewer app supports different formats and resolutions, but ultimately converts models to. Animation - Animations can't be longer than 20 minutes at 30 FPS (36,000 keyframes) and must contain = 1803.Materials - Textures can't be larger than 4096 x 4096 and the smallest mip map should be no larger than 4 on either dimension.Modeling - Assets must be less than 10k triangles, have no more than 64 nodes and 32 submeshes per LOD.Exporting - Assets must be delivered in the.When creating 3D models for Windows Mixed Reality, there are some requirements that all assets must meet:
This article outlines the guidelines for creating 3D models compatible with the Windows Mixed Reality home. When designing your application for Windows Mixed Reality headsets, use a 3D model as an app launcher and place 3D deep links into the Windows Mixed Reality home. The Windows Mixed Reality home is the starting point where users land before launching applications.