4. Render Scale¶
In Virtual Reality scale matters a lot. The user has a stereoscopic vision of the virtual world around him giving him a sense of depth and scale. When the viewer is moving around he/she will have a different change in perspective for the same movement depending on the virtual scene scale.
For instance, if your world in VR is enormous, you will have almost no perspective change, and it will feel like you aren’t moving around at all even though you are in real life. The opposite is true for a much too small world in VR.
That’s why we are representing the viewer avatar in the interface. This gives you a clear idea of how big the viewer will feel while viewing your 3D scene.
The render scale is not to be confused with the size of the zone of view. The size of the zone of view will always be in ” real world ” scale, for example: with a 1 x 1 x 1 meter zone ZOV, the user wearing the virtual reality headset will be able to move freely in the real world inside a 1 x 1 x 1 meter cube.
Changing the size of the zone of view will not change the size of the viewer avatar. Notice in the gif how the avatar remains the same at all times.
The render scale attribute inside the 3ds max PresenZ parameter block scales the whole 3D scene for the PresenZ render. For instance a render scale of 2.0 will increase the 3D scene in the PresenZ render output by 2. In VR your scene will be 2 times bigger. Notice how this time the avatar changes with the zone of view.
We call it the render scale ,because setting the render scale to 2.0 for instance, does not double the size of your entire 3ds Max scene ( Phew! We wouldn’t want to mess with your 3D assets.) This is why you do not see your entire scene change in size when changing the render scale parameter. Only the viewer avatar and the zone of view both change accordingly. In vr your scene will be twice as big, without the need to rescale your entire scene in the 3D software.