4.Guides

This book includes tutorials on key features and workflows, offering practical examples and best practices. Whether you're a beginner or an advanced user, the guides are designed to help you navigate the software, solve common issues, and maximize productivity.

Manual Project Setup

Concise, step-by-step, simple project setup walkthrough. For comprehensive project setup information see Project Setup chapter in Getting Started book.

Manual Project Setup

Preparing Project Space

This tutorial will show you a step-by-step, basic project creation workflow. To learn more about every step and different features, see the following books: Getting Started for project creation related information and App overview for comprehensive descriptions of SIMON features.

To use SIM-ON you will need two things:

For this tutorial you will be provided with a Matterport scan of an office, but we recommend you to use your own scan, together with a Smarthome provider if possible

Provided tutorial material:

At any time, in this tutorial, you can access the provided link from the Attachments section.
(located in the top left corner of the screen)


New Space Creation

After Logging into SIM-ON, you will first see the browser view. Here you will find news and your available spaces.

image.png

obraz.png

Room creator

obraz.png

Next, we will create starter rooms.

obraz.png

We need at least one room to proceed with project creation. Here we will only create a placeholder room to create the project. Proper room creation will be handled at a later stage, within the project. This way you will be creating rooms at the fly, while assigning them to the sweeps in the project.

If you are following this tutorial with your own Matterport Scan, and know the rooms beforehand - feel free to include them in this step. Otherwise keep following this tutorial

Linking Matterport scan

obraz.png

Now we to provide a Matterport link to be used as a 3D space for the project.

You've successfully created a new SIM-ON space! Proceed to next page of the tutorial where you'll learn how to further set up the scene.

Manual Project Setup

Setting up Rooms

After entering the space for the first time, by default you will appear in the 3D Walk view. You may notice that the environment is desaturated. This is an indication that the current position (sweep) we are on is unassigned. It is understandable, since the project has just been created and needs to be set up.

settingUpRoomsTut.jpg

Room creation

First step before setting up sweeps is to prepare rooms to choose from later. You might have noticed that we skipped this step in the project scene creation. It's because we will use the Matterport Dollhouse feature to get the general view of the space that will help us decide what rooms to create.

With the Dollhouse view enabled a 3D scan model of the entire scanned place will appear:

image.png

This lets us navigate the environment unobstructed and explore the given space to decide the amount and names of the rooms.

Here is an example, using the image.png floorplan view of how the provided space could be divided into rooms:

tutorial_room allocation.jpg

The screenshot was colored in an image editing software for easier visualization of the concept

With the general idea for the room layout, head to Space settings > Rooms accessed from the burger hamburger_icon.pngmenu located in the top left corner of the screen. And create room(s) you will use to start assigning sweeps with.

image.png

Use neutral/general naming scheme for the first time (as seen in the screenshot above) to setup all the spaces without worrying too much about "proper" room names, especially since the rooms can be edited later on.

Sweep assignment

With (some starting) rooms created, now we need to assign them within the space to "sweeps".

To place devices within the 3D space of Virtual Tour, first we need to define the rooms within the 3D space by assigning them to "sweeps".

 

Sweep’ as in a full Matterport camera rotation - A spot in the Matterport Space where a user can stand and look around (This includes 3D scan locations and 360º Views)


~Sweeps
 

To assign sweeps, we need to be in the 3D Walk view. Access it through the burgerhamburger_icon.pngmenu located in the top left corner of the screen. 

In the top section of the viewport, you can notice a text: "Not assigned room" and a closed lock padlock_closed.png icon to the right of it. To assign a room to the sweep, click on the lock padlock_closed.png icon, it will reveal a window with the available rooms. 

sweep assignment.jpg

Select the proper room for the sweep you are standing on. The view will become saturated, indicating the sweep you are currently on is set and the room name will appear, replacing the "Not assigned room" prompt. Go to next sweep and repeat. 

You can assign all the sweeps in the project the same way. To finish you need to lock editing by toggling the lock padlock-unlock.png icon again.

While assigning sweeps, If there is a room you are missing/haven't prepared before: don't worry, you can always go to the Rooms in Space Settings to add new room and return back to the 3D View. The last place you left the view from will be remembered and you will start where you left.

bistro.jpgAfter going through the swpies, check if the option image.png is still available. If so, that means some of the sweeps are still unassigned.

With the rooms set up, the project space is now ready for all of the SIM-ON features to be used. 


This concludes the core setup of the SIM-ON project space setup tutorial. In the following, last page, you will learn how to create an asset and an event within the created space.

Manual Project Setup

Asset creation

With the rooms assigned, assets can now be included within the space.

Defined as an "asset" is any object or an item you wish to keep track of in your SIM-ON space. The main difference between an "asset" and a "device" is the lack of smart connectivity of the former one.

image.pngTo add an asset, navigate to Quick Access Menu located on the right side of the viewport, select Assets image.png icon and hover over image.png icon, to reveal "Add Asset" button and then press it.

The following window will appear on the right side of your screen>

To create an asset, you need to fill out the necessary fields, marked with " * ", then the image.png button will become available to finalize the asset creation. 

As an example, we will create an asset for a Printer located in the Printing room in the project space

image.png

With basic Asset info, now we will set position for the asset. 

asset location.jpg

We will be putting the position marker on the left printer. Press the " + " button from the new window that appeared on the bottom of the view. 

image.png

You can edit/delete Asset location at any time from the Asset Panel

With the basic Info and location set, asset can be created. 

There are more options that can be used to store information within an asset such as: Description, Photos, Videos and Documents. You can use these to further complete asset information. 

Here is an Event section filled as an example:

image.png

After creating an asset, it will appear on the right side of the viewport, under the Quick Access Menu, as well as in the assets list in the Dashboard.

image.png


To learn more about other Aspects of the Software, check the rest of our SIM-ON Documentation.

Interior Editor Guide

Here you will learn how to use the Interior Editor in your projects. To see a complete overview of the tool UI and features see Interior Editor page in App Overview.

During this tutorial a project space created during Manual Project Creation Tutorial will be used. To follow this tutorial you can either use the tutorial project or your own project (if available.)


interior editor tutorial.jpg

To start using the Interior Editor and place Virtual Models within your space you need to enter the Interior Editor View as well as create a Layout for the models (even though it is not technically required because of a default layout, it is a good habit to follow since creating layouts not only enables you to prepare multiple "visualizations", but group the models and manage their visibility.)

Layout manager
  • Enter the Interior Editor through the Burger hamburger_icon.png Menu. 

A Model Browser will open automatically, here you will find all the available models, grouped into categories.

 

Before Adding Virtual Models into the space, first we will create a new layout (to group and categorize the models.)

 

  • Press the Layout image.png Button (located in the top right corner) to reveal the Layout manager side window.

  • Open the Layout list and Add new Layout.

    image.png

  • Name the layout "Bistro Preview"

    image.png



image.png

Model placement

With new Layout created, it is automatically selected. You can hide the Layout manager to free up space from the viewport. 

image.pngNow we will place a few models in the Bistro room in the tutorial project space. Let's start with the "Blue Toaster" in the "Consumer Electronics" section (which should be opened by default)

You will notice two things:

  1. The model is now following your cursor and tries to align itself to the space.
  2. A new "options window" appeared in the bottom section of the viewport.

simon_3dtut_placement.gif

First, let's place the model on some steady surface. Right to the fruit bowls, on the kitchen counter seems ideal. Left Click to place the model. With the model placed, colored Arrows and Squares will appear (as seen below.) What you see is a standard 3D Software "Transformation gizmo" (color coded transformation manipulator,) in our case the "Move" version.

image.png

The Transformation gizmo allows mouse controlled translation, rotation and scaling in the 3D View. There are separate gizmos for each operation. ~Blender documentation


It is one of the two transformations available to you in the Interior Designer, second one being Rotation. Now is the perfect time to use it. Select the Rotation transformation (middle button) through the "options window."

rotation.jpg

We would like to turn the toaster to face our camera view and be aligned with the counter edge. This requires us to turn it horizontally. Knowing this, we will use the Y axis handle which is color coded to green.

simon_3dtut_rotation.gif

Apply the changes (adding model to the space) by clicking the "Save" button in the bottom right corner of the screen.


Let's add a second model to the scene.

chair added.jpg

Repeat the process as you see fit. You may also create another Layout and populate it with different models in different places. This way you could switch between them and compare the different visions.

With space populated with models, we can now return to the 3D View and toggle on the Interior Designer models visibility (Armchair icon located in the top left corner.) We can then choose different layouts to display inside our space.

space_with_models.jpg

~Space populated with Virtual Models

A great way to use Interior Designer is coupling it with Matterport Defurnish feature. Giving your space a twist by visualizing it with custom, virtual furniture. To learn more about this option, see the official Matterport Defurnish Documentation

You can upload your own models as well, it's explained in Interior Designer page, Custom Models part
We recommend checking our Guide to Best Practices in 3D Graphics before uploading your first models


This concludes the Interior Designer tutorial. To learn more about it, see Interior Designer page.

Best Practices in 3D Graphics

General practices for successful and problem free model handling within 3D software


Quick Checklist

This is a simplified checklist for submitting 3D models to Simlab software

Scene/File Setup

System and Display Units should be set to Centimeters; model is real-world scale
● All Geometry is under one group (No object linking), and one Layer is named after the scene
No Cameras, Lights, or anything other than the model’s geometry and materials, should be in the scene
● All nodes for objects, groups, layers, and materials are uniquely named (no duplicate naming)
● All textures should be placed in their own folder titled ‘Textures’ (or saved into the model file itself GLB/GLTF)
● All textures should have Relative Paths

Geometry

● No Isolated Vertices, Overlapping Vertices, or Overlapping Faces
● Xforms, Transform, and Scale are reset, and the model’s overall xform should have its center pivot
   centered on the origin of the XY Plane and touch the lowest Z point
● No visible faceting, texture stretching, visible seams, or flipped normals; all objects must contain at least one smoothing group
● All modifiers besides must be collapsed
UVs should be Non-overlapping and logically unwrapped to Maximize Texel Density

Textures

● Textures are 8-Bit, RGB, and in JPG or PNG format
● Textures are square resolution and same resolution is used within a given texture set
● All Base maps are included for DCC and RT (if applicable)
● Textures follow naming conventions and are plugged into correct slots
● Texture map contribution is set to 100%
● Texture Gamma for all maps is set correctly (Automatic or Override 1.0)

Materials

● All Geometry has a material applied of the correct type
● Materials do not contain any maps or procedural nodes that are not listed in this document
● Normal Bump node must be used for all Normal Maps
● If Refraction is used, all settings should be correctly configured

Preparing 3D models is a complicated task, if you do not have prior experience doing so, we recommend using premade models from 3D shops and/or the services of a professional 3D artist



Advanced instructions

We recommend following the stem cell modeling requirements article from the 3D website Turbosquid.

File format

It is best to share with us models in file formats requested by specific software. 

SIM-ON: GLB, GLTF

STAGES: OBJ, FBX

Avoid Bad Geometry

● No isolated vertices - inefficient, can cause issues
● No coincident vertices - cannot run smoothing operations, may pull apart
● No coincident/coplanar faces - leads to z-fighting in real-time
● No coincident edges (unwelded seams)
● No inverted face normals

image.png

Sensible Polygon Detail

We would prefer the models to have as few polygons as possible without sacrificing
important details as well as ensuring clean/non-faceted silhouettes. This is a hard judgment call.

image.png

Maximum Size

The maximum size of the geometry for real-time purposes should be less than 100K vertices.
Smaller is better, but one has to be realistic.


Transforms

image.png

Scale

All objects should be created such that they are in real-world scale. This allows for multiple objects to be imported into the same context without scaling issues. It also improves the ease of accurate lighting because it enables lighting based on physical quantities.

Position

Objects should be placed such that its natural base is located at 0,0,0.

Orientation

The object should be oriented so that its natural front is on the Y axis, facing to the positive side of the axis.


Scene

Hierarchy

We allow for an internal object hierarchy. It is best if it is logically grouped.
Nodes should be in English and have meaningful names. Calling things Box001, Box002,
Plane003 is not the best way.

Node Limits

One should aim to only have a sufficient number of nodes but not an excessive
amount. 5 to 40 nodes per model.

UVs

All objects should have UV sets that are natural. We recommend one or two UV sets.

Primary

The first UV set is used by the albedo map, normal map, bump map, roughness map,
metalness map, anisotropy map, and emissive map. If you want to have different map
repeats you can set the individual texture map tiling and offset values.

Unwrapped / Baked

The second UV set, if it exists, is generally unwrapped. It is used by the quantities
that are baked onto the mesh, such as the light map and the ambient occlusion map.

Normals

Each object should have normals specified as either a normal set or smoothing
groups. Creases can be specified via smoothing groups, very disconnected normal sets, or
via edge crease values.


Textures


Power of 2

Use texture in power of 2, such as 4096x1024, 1024x1024, 1024x512 or 128x512.
To avoid loss of quality by rescaling of textures, it is best to create your textures in a power of 2 size.

Formats

We recommend JPG and PNG texture formats. PNG should only be used for
textures that require an alpha channel as it does not compress as well as JPG.

Maximum Sizes

Real-time applications require texture sizes to be less than 2MB in total per model
unless the model is uniquely complex.

No Procedurals

Procedural textures cannot be correctly transferred between tools, thus we would
prefer these to not be used.

Naming Conventions

Texture maps must be named with the same name as the material they are applied to
followed by the correct suffix. All texture file names must be suffixed correctly as listed
below. There must be no text after the suffixes.
Example: GlossyPlastic_Diffuse.PNG.


Some additional maps may be required when additional effects are present (Self
Illumination, Opacity, etc.). Follow suffix naming conventions listed below.

Diffuse – sRGB 
Metallness – Linear 
Roughness – Linear
Ambient Occlusion – Linear 
Normal – sRGB 
Self Illumination – sRGB 
Opacity – Linear 

_Diffuse

_Metalic

_Roughness

_AO

_Normal

_Emissive

_Opacity




Materials

image.png

Unpacked Logically Separate

Materials should be one actual physical material per material definition. Thus if there
is plastic and also a metal mesh in your scene these should be represented by two separate
material definitions rather than a single material definition with packed textures. We can
pack textures ourselves if we so choose.

Color or 100% Maps Per Property

It is best to either use a color or a 100% map per material property rather than using
a combination. The reason that combinations are problematic is that many tools do not
interpret the combinations of color and map in the same fashion. Texture map contribution is set to 100%

Parameters

Like many modern tools, we support the standard physically based model.
In particular we recommend using the following parameters:

Albedo
Also called base. Uses the primary UV set. The surface color. sRGB space.

Roughness
Uses the primary UV set. Surface roughness, controls both diffuse and specular
response. Linear space.

Metalness
Also called Metallic. Uses the primary UV set. The metallic-ness (0 = dielectric, 1 =
metallic). This is a linear blend between two different models. The metallic model has no
diffuse component and also has a tinted incident specular, equal to the base color. Linear Space.

Normal
Uses the primary UV set. Perturbs the surface normal. Uses the standard normal
map tangent space. Linear space.

Bump
Uses the primary UV set. Perturbs the surface normals in a low quality fashion. Linear space.

Emissive
Uses the primary UV set. Light emitted from the object surface. Specified in Lux. sRGB space.

Opacity
Uses the primary UV set. The opacity of the object, how much can one see what is
behind the object. This means that it affects all aspects of the object’s interaction with light. sRGB space.

Displacement
Uses the primary UV set. This is a vector quantity that displaces in 3D the surface
vertices. Linear space.

Unwrapped
These are the unwrapped quantities that are also usually baked.

Light
Uses the unwrapped baked UV set. A baked light that is used as indirect diffuse on
the surface. Thus it has the effect of lighting the albedo diffuse layer. sRGB space.

Ambient Occlusion
Uses the unwrapped baked UV set. A measure of the accessibility of a point on a
surface to the environment surrounding an object. So it modulates the contribution of for
example a light probe or sky dome. It doesn't model shadowing though, so it shouldn't be
applied versus lights that are not completely surrounding the object. Linear space.