Hello Luminaries community,
This post was originally written in Spanish and translated by AI. I apologize for any misunderstandings that may exist in the translation.
I have experienced some issues while working with KeyShot Web Viewer. The main problem is that the model’s textures do not display correctly in augmented reality on iOS operating systems unless I scale the model to gigantic proportions. However, this creates new problems, such as visualization issues on Android and the inability to maintain real-world scales for previewing models or prototypes.
Below, I outline the process I am following—from modeling to AR visualization examples—in the hopes of identifying where the issue arises and finding a solution to this problem.
Thank you very much!
Original High-Polygon 3D Model
Optimized Model for Better Loading Times
In Substance Painter , we use the bake tool to transfer the details from the high-poly model to the low-poly model.
We apply textures. In this example, the texture includes a normal map , which adds surface details.
The textures from Substance Painter are imported as a material into KeyShot , using the texture set in .sp format .
The textures and material display correctly in KeyShot.
Since KeyShot does not have a procedural measurement tool, a calibrated ruler is used to scale the model to real-world dimensions (in this case, approximately 25 cm ).
When configuring the output for KeyShot Web Viewer , I use the maximum resolution for everything and set texture compression to 0% .
I have also tried using the low and medium presets , but the texture issue persists.
In KeyShot Web , the model, lighting, and textures appear correctly.
AR Test on Samsung S24 Ultra
When running augmented reality on Android , the model displays correctly, with scales very close to the actual object.
However, unlike AR on iOS, it does not allow placing the object in different positions, rotating, zooming in, or zooming out .
This test was performed on a Samsung S24 Ultra .
Video: https://discourse-static-6e454f06d6dc.s3.dualstack.us-east-1.amazonaws.com/uploads/db_e596cbae_9eea_47cf_9859_c9418b6eabfd/original/2X/a/a69daba3389ffe0f1a9f4cdfdead6dba5c6376fd.mp4
AR Test on iPhone 14 Pro Max
When running augmented reality on an iOS device, textures do not display correctly , as seen in the example.
Video: https://discourse-static-6e454f06d6dc.s3.dualstack.us-east-1.amazonaws.com/uploads/db_e596cbae_9eea_47cf_9859_c9418b6eabfd/original/2X/3/3936ad44b518ff680577877fbfc9c9bb1858c9f0.mp4
The device allows scaling, moving, and rotating the object without issue .
Workaround and Remaining Issues
The only solution I have found is to scale models to gigantic sizes (100:1 ratio) , but this causes display issues on Android.
As I mentioned at the beginning, the projects I work on must be compatible with both Android and iOS AR . It is also crucial for the scales to be as close to real-world measurements as possible .
Here is the link to the project:
https://webviewer.keyshot.com/3d?p=58b7f9cb-a070-4bc6-aa9f-185c6ac4c3b0
I hope you can help me resolve these issues.
I appreciate your time!