Uploading your own Materials
The following section explains how to upload your own materials to your HEGIAS library. Navigate to your material library in the browser by first selecting the Library button at the top right, and then switching to the Materials tab. From here you can use the + icon to start a material upload. Material Upload 01 Drag your material textureFew readersSupported Material Textures
The following article goes into more detail about the supported material formats on HEGIAS. Supported sizes and formats A material texture should always be square and its resolution based on a power of two. We recommend the following resolutions: 512x512 px 1024x1024 px (= 1k) 2048x2048 px (= 2k) The pixel size of the texture has a strong impact on the performance in VR and therefore large textures should be used very selectively. The maximum allowed resolution is 4096x4096 px (= 4Few readersSettings for 3D-objects inside the library
The following article explains the various settings you can make to your own objects. Instructions on how to upload a new object can be found here: Create new object Name and Description Make public: Publishes the 3D model. This allows all HEGIAS users to access it. Create copy of object Delete object Update previewFew readersUploading a new object into the library
If you want to use your own 3D objects in HEGIAS VR, you can load them into your private library. The private library is available from subscription level Medium. If you want to change for example the thumbnail of an uploaded object or assign it to a library category, visit this article regarding the settings for 3D-objects inside the library. Navigate to the upload dialogue under Library (1Few readersCreating 3D objects
The performance requirements for image synthesis (aka rendering) of three-dimensional objects and scenes are very different for VR applications. While interactive, dynamic VR applications such as HEGIAS VR have to calculate images in real time (real-time rendering), static VR applications such as panotour or space glider can invest several hours, not infrequently even days, to calculate a photorealistic scene (realistic rendering). In order for three-dimensional objects in dynamic VR applicatioFew readers