There are two ways to get a 3D asset that meets our Asset Requirements into your Home:
- Place a GLB file into the Oculus Home Import Directory.
- Use software that exports GLB files directly to the Import Directory.
- For instance, using the Share to Home feature in Oculus Medium.
Oculus Home has added a new section to your inventory: My Imports
This is where you will find local 3D assets on your disk that you can place in your Home, including several example assets you can use.
NEKO-ROBO and Slow Living are files on disk that haven't placed in your Home. As soon as you place an object in your Home it will automatically create an inventory object so that visitors to your Home can see it.
Oculus Home will search the following directory for any .glb files:
Document → Oculus Home→ _Import
Example: C:\Users\myusename\Documents\Oculus Home\_Import
Any files found in this folder will be shown in My Imports
Note: If this folder does not exist, it will be automatically created when you select the My Import section of your Inventory in Oculus Home and we will add a couple example assets.
Oculus Medium: Share to Home
In Oculus Medium, just like sharing a 3D post to Facebook, you can now Share to Home. This will save your model to Oculus Home's Import Directory and the model will be available to use immediately in your Home.
- Sculpt in Medium.
- Select Share, then Share to Home.
- Set the Title for your sculpt.
Choose the Detail level:
- This will be the name of the item in your Home.
Click the green check mark when you are ready.Once your model is done exporting, make sure that you save your sculpture in Medium.Close Medium and return to your Oculus Home.You will find your new 3D Asset in your Inventory under the My Imports section.Use your new creation in Home just like you would use any of the other items in Home.
- Low for small things or objects you plan to copy many times in your Home.
- Most objects will look great at Low. When in doubt, choose Low to keep your home running fast. You can always re-export as High later.
- High for special objects you want to showcase in your Home.
Note: Medium sculpts are in real world units by default. However, if you scale your model up or down, you will have to take care to make sure this model is the size you expect after Sharing to Home. You can adjust the size and orientation of your shared sculpt by adjusting the Export Transform in the Medium Scene Graph.
Oculus Home supports glTF 2.0 binary files, you can find the full specification here.
- File Type
- Each asset must be a single GLB file (a packed, binary version of a the glTF 2.0 file). We do not currently support other formats, such as FBX, OBJ, DAE, etc.
- The GLB must have 0 validation errors.
- File Size
- Assets must be under 15MB.
- JPEG and PNG are supported.
- Texture height and width must be 2,048 pixels or smaller.
- Oculus Home currently supports only one set of texture coordinates per mesh.
- The first animation will begin looping when the object is loaded in Oculus Home.
- Simple transform animations are supported, including Translation, Rotation, and Scale.
- Linear, Step, and Cubicspline interpolation strategies are supported.
- Skinned animations are supported.
- Morph Target animations are currently unsupported.
- We support PBR Metallic Roughness Material (glTF 2.0).
- We support normal, occlusion, and emissive textures.
- We support alphaMode BLEND (transparent polys are not sorted).
- We support doubleSided.
- We support both textured and vertex color models.
- Model Positioning
- We respect the glTF 2.0 specification for Coordinate System and Units
- Linear distance units are in meters.
- glTF defines +Y as up.
- The front of a glTF asset faces +Z.
- We will automatically create a bounding box for your object.
Asset Meta Data
If provided, the following will be read from the extras field in the asset section of the glTF:
- “title” - the name of the object
- when not specified, the filename will be used as the title
- “author” - the creator of the object
- “license” - a string indicating the licensing of the object
- “source” - a reference to find the original model
Content Creation Tools: Adding Support for Share to Oculus Home
If you are working on a content creation tool and would like to support Share to Oculus Home, all you need to do is save a GLB that meets our Asset Requirements to the Oculus Import Directory
Oculus Home will automatically detect the new file and show it to you in My Imports
Consider including Asset Meta Data to indicate the title and license of the asset
Tips for Home Decoration
- Smaller file sizes will keep your home rendering and loading fast.
- Use lower polygon assets for background pieces.
- Use modular pieces to create a larger complex space.
Tips for GLB Creation
- You can convert a glTF into a GLB using the following GLB packer from Facebook.
- For more tips on making GLB files, see the GLB Tutorialsfor Facebook's 3D Posts.
- Although our asset requirements are slightly different most of the tools, tips and advice apply to using GLB files in Oculus Home.
- Use lightweight, realtime modeling techniques.
- Use small, compressed JPEG files for your textures wherever possible. Avoid using uncompressed PNG files.
- Consider using vertex color only with no textures when appropriate, this will free up texture memory for other assets
- Strip out unused data whenever possible. Unused vertex colors, UV's, etc.
- Test your GLB in Home.
- Place the model in the Import Directory then find it in My Imports in Oculus Home.
- If all went well you should find your object in your inventory and can use it in your Home.
- You can look at the details of the inventory to verify your metadata was read correctly.
- If our asset requirements are not met, the object will appear invalid.
- You can look at the details of the inventory item to see why it was flagged as invalid.
Customizable Surface on your imported 3D Assets
Oculus Home supports enabling Customizable Surfaces on your imported 3D Assets. Create/edit your 3D asset by appending Customizable_Surface text in the name of the material to customize.
For example: The following 3D monitor asset's material is named “m_screen_01_Customizable_Surface”
Visual Studio Code: While working with glTF file navigate to materials section and edit the name of the material similar to following:
Blender: While working with 3D assets in blender, name material similar to following:
Maya: While working with 3D assets in Maya, name material similar to following:
Substance Painter: While adjusting materials in Substance painter under texture set list, edit/set the material name similar to as following:
Multiple meshes can share the same customizable surface material. Use this to setup split screen:
16x9 is the default aspect ratio. Optionally, specify aspect ratio of the customizable surfaces in the name of the material, by including aspect ratio after Customizable_Surface
For example: m_screen_01_Customizable_Surface_16X9
A monitor with default 16X9 aspect ratio will look like this:
The same monitor with 4X3 aspect ratio will look like this: