Kubity just updated to qrVR

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Kubity just updated to qrVR

Postby rebecamoreno » Fri Jul 01, 2016 4:18 pm

As some of you already saw, we updated Kubity to qrVR. Now convert any .skp on your desktop browser at https://qrvr.io
Make sure to update the Kubity app on your phone and tablet.

What’s new in qrVR:
- Discover a redesigned user experience
- Share a guided tour generated from SketchUp scenes
- Set the time of the day
- Gaze to teleport in Virtual Reality
- Share by SMS, WhatsaApp, Email, Facebook, Twitter and other directly from the app
- All qrVR models are designed to self-destruct over time

Let us know how it goes ;)
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Re: Kubity just updated to qrVR

Postby pbacot » Fri Jul 01, 2016 4:41 pm

Great job!
One thing the shadows make objects appear to float off the faces that they are resting on or against.
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Last edited by pbacot on Fri Jul 01, 2016 5:51 pm, edited 1 time in total.
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Re: Kubity just updated to qrVR

Postby measuredmove » Fri Jul 01, 2016 5:24 pm

Looks Great! The colours really pop and the time of day option is a very nice addition.
When viewing the model in VR - the old app would allow you to set up where you want to start viewing from by placing Kubity man in the model then selecting the VR mode prior to putting the phone in the viewer. It made navigating to a closer viewpoint within the model more controllable.
The viewer I'm using is a View Master so it really doesn't have any controls on it so being able to pre-set the view was an advantage.
Great work on the upgrade - thanks.
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Re: Kubity just updated to qrVR

Postby pilou » Fri Jul 01, 2016 6:12 pm



in the past :D

]
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Re: Kubity just updated to qrVR

Postby measuredmove » Fri Jul 01, 2016 6:39 pm

Had one of those and loved the Disney scenes especially Bambi
I bet that is why I got hooked on 3D-thanks for the insight :)
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Re: Kubity just updated to qrVR

Postby facer » Sat Jul 02, 2016 1:58 pm

Comments after testing new version.

Viewer
- easier to use now, no bumping into walls
- colour and materials are good
- smoother manipulation with mouse movements.

Suggested improvements
- mouse navigation graphic should stay longer on screen
Also suggest a button in bottom area to turn on mouse navigation help

- Sun slider for time of day would be better if finer adjustments could be made.
Even better if Date and Time of sun could be entered.

- Option for a 3d north arrow and information about the geographic location of
the model

Great update and will be even better with "tour and walk" activated.
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Re: Kubity just updated to qrVR

Postby Pixero » Mon Jul 04, 2016 9:59 am

First, why change the name into something that is so difficult to say...and remember?
Not a good name IMHO.
Secondly, when will walk and tour be available? I was expecting it to be in this release.
Third, some kind of reflection for glass, metal and water would make it look so much better.
It could even be a fake highlight.
Now it can sometimes be hard to see if there is glass or just a hole.
Fourth, some kind of info about pricing? And please don't go subscription.
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Re: Kubity just updated to qrVR

Postby peerman » Mon Jul 04, 2016 11:08 am

When using Google Cardboard. How can I walk. It says that I need to push a button on the top, but I don't have that. Any ideas?

Regards,
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Re: Kubity just updated to qrVR

Postby kaas » Mon Jul 04, 2016 12:34 pm

peerman wrote:When using Google Cardboard. How can I walk. It says that I need to push a button on the top, but I don't have that. Any ideas?

Regards,

You can either: put your finger on the screen of your phone for a sec OR buy a Cardboard V2 that has a button.
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Re: Kubity just updated to qrVR

Postby Paul Russam » Mon Jul 04, 2016 1:55 pm

Having now played with it for a bit I have a observation/request.
When you click the VR icon prior to putting the phone (iPhone 6sPlus) into the viewer it will often revert back to the default single screen view.
I discovered this is due to a 'Shake to Exit' feature, the problem is that its too sensitive and over 50% of the time it will interpret putting on the headset as the 'Shake to Exit' function and you have to remove the headset to reenable VR.
Can you reduce the sensitivity or remove the shake to exit all together?
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Re: Kubity just updated to qrVR

Postby romaing » Mon Jul 04, 2016 4:04 pm

Pixero wrote:First, why change the name into something that is so difficult to say...and remember?
Not a good name IMHO.
Secondly, when will walk and tour be available? I was expecting it to be in this release.
Third, some kind of reflection for glass, metal and water would make it look so much better.
It could even be a fake highlight.
Now it can sometimes be hard to see if there is glass or just a hole.
Fourth, some kind of info about pricing? And please don't go subscription.

Thank you for the feedback :)
1) Yes, I understand your point of view and it wasn't a simple decision.
2) Walk & Tour are already available on mobile, on the web it's going to be available at the end of the month.
3) I'd like too, but the system needs to be able to know if it's glass, metal or water. We could work with some AI algorithms but it's not simple. Do you have a solution in mind?
4) About pricing, no info to share yet but i hope it will be soon ;) It's not simple as our solution is difficult to compare on the market. Any feedback is welcome!
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Re: Kubity just updated to qrVR

Postby pbacot » Mon Jul 04, 2016 11:45 pm

If the user puts key words into the material names, qrVr could add reflection accordingly.
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Re: Kubity just updated to qrVR

Postby Pixero » Tue Jul 05, 2016 7:39 am

pbacot wrote:If the user puts key words into the material names, qrVr could add reflection accordingly.


Exactly.
Some non common prefix like qrVR_Glass, qrVR_Water, qrVR_Chrome , qrVR_brushed_Alu etc.
...or you could create a basic material library that we could use for reflective materials.
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Re: Kubity just updated to qrVR

Postby romaing » Tue Jul 05, 2016 1:53 pm

Pixero wrote:
pbacot wrote:If the user puts key words into the material names, qrVr could add reflection accordingly.


Exactly.
Some non common prefix like qrVR_Glass, qrVR_Water, qrVR_Chrome , qrVR_brushed_Alu etc.
...or you could create a basic material library that we could use for reflective materials.

Indeed, both could work!
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Re: Kubity just updated to qrVR

Postby kaas » Fri Jul 08, 2016 7:22 pm

Am I the only one who has trouble switching scenes (camera positions) sometimes? In some models, pressing play + button works fine. In some it doesn't seem to work or the inverse seems to work (stop + button=next).
Using Galaxy S5mini + android.
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