Player
The Aura™ 3D player powers all rendering of 3D models on all platforms and devices.
Supported Platforms
iOS
Android
Windows UWP
Windows Universal
Windows Mixed Reality
Web
Device Compatibility
Aura™ clusters devices into generations based on their combined GPU & CPU performance and based on available memory.
Fast Generation
Rule of thumb: any device released in the past 2 years, with at least 2 GB RAM.
Slow Generation
Any device older than 2 years or with less than 2 GB RAM.
Legacy Generation
Any device older than 2 years o with less than 1 GB RAM.
Player Context
The Aura™ player displays models in different display modes, called "contexts".
Context-based Layouts
If the 3D model has a layout called "<context>-default" it will be switched on when the player enters the context.
Contexts
3D / Touch
OnTable AR
Lifesize AR
Virtual Reality
Visual Effects
Scene Background
Color
Single color background
Gradient
Simple, 2-color gradient
Texture
Sphere or Cubemap
Physically-based Rendering
more info coming soon
Ambient Occlusion
more info coming soon
Realtime Lights
more info coming soon
Reflections & Reflection Maps
Reflections are generated by reflection maps. In Vuframe® Studio reflection maps are uploaded as cylindrical maps.
There's a default/global reflection, which can be overridden based on the player context and other settings:
In AR it will be overridden by realtime reflections – only on fast devices with ARKit (iOS-only)
Reflection Maps set in materials (manually) will override the default reflection map
Reflection Probes (expert use case) will override the default & global reflection map.
Static Reflection Maps
Cubemaps: you can also export cubemaps, e.g. from Unity 3D with the Aura™ Plugin. This has the benefit of including mipmaps, which are essential for smooth materials, as the mipmaps determine the level of smoothness.
Default Reflection: <todo>
Dynamic Reflection Maps
Animated models my benefit from dynamically updating reflection maps during animations.
Example: a reflective door which slides open will only look 'correctly' if the reflection is updated while the door is moving.
Lightmaps
more info coming soon
Realtime Reflections (AR-only)
more info coming soon
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