These include
- visual appearance extensions (reflective, translucent)
- visualisation techniques (see inside, simulated flow)
Download the entire folder structure and unpack into the Vuforia/Studio installation/Extensions directory. Stop and restart Studio. The extensions widgets will now appear in the various control pallete locations.
A simple effect that will flow a specified image over a 3d model. The author can choose the direction and speed, and can control the intensity of the effect.
The model parts (modelitems) to be affected must first be processed to include texture mapping coordinates (u,v) that represent the characteristics of the data that is to 'flow'. An example might be showing a fluid moving along a pipe, or electrical current moving along a cable. This is not a true-to-life physical simulation, but a simple visualization technique for presenting flow velocity (direction,speed). Importantly, the widget does NOT provide or aid with the texture mapping process. That must be done in a CAD or DCC editor. Simulation tools may also provide suitable model data.
The widget uses this mapping to then visualise the flow.
Drag/drop the Flow widget into your scene. Identify then elements of your model that you wish to indicate there is some flow action going on. Assign Model Items to these elements. In the Flow widget enter the IDs of the various modelitems in the 'Affects' field. This accepts a comma-separated list of IDs.
If your AR experience is based around a physical product, using a Model Target for example, set the Physical Model property to true (check the box). The Flow widget will disply the simulated flow in a way that woks well for physical overlay.
The U.V Velocity fields describe how the flow image moves over time. UV mapping is described separately but in essence the surface is mapped against two parameters (u,v) and the Velocity settings define the speed and direction that the mapped image will move along these parameters.
Repeats (U) and (V) are similar; the default value of 1 means the applied image would appear once on a surface.
Change the values of Repeats (U) and (V) to show more or fewer.
The deltaUV parameters allow for (small) offsets in the placement of the texture on the surface.
The Intensity property can be used to dial back the flow effect, making it blend in better. This is particularly useful on physical products.
The Image property allows you to specify a visual representation of your flow. A simple example might be an arrow that points in the direction of flow.
This widget provides the means to do simple flipbook / stop motion animation where a series of images are presented onto a surface, one at a time. The resulting effect is the impression of animation as each of the images changes.
Drag/drop the Flipbook widget into your scene. Identify then elements of your model that you wish to indicate there is some animation going on. ModelItems and Images are supported. In the Flipbook widget, enter the IDs of the various modelitems/images in the 'Affects' field. This accepts a comma-separated list of IDs.
If your AR experience is based around a physical product, using a Model Target for example, set the Physical Model property to true (check the box).
The Speed field controls the frequencey of the animation i.e. how quickly the images change.
Direction defines the order that the images are applied.
The Intensity property can be used to dial back the flow effect, making it blend in better. This is particularly useful on physical products.
The Image property references an image that contains you animation. The animation is defined as a series of 'frames', which are stored
inside the image, effectively one image next to the previous, increasing in width. The Frames property should be set to indicate the
number of frames included in the image.

This widget will control the effect of showing selected parts (model items) that are located within some physical or virtual object. Note there is a specific (designed!) difference between how this effect manifests itself for physical AR i.e. when there is a real physical item that is being observed. In this case, the 'inside' effect is shown but now outer model is shown. In a pure virtual AR example, the outer items are shown in a desaturated appearance; this helps call attention not to the outer elements, but to the items that are specified of interest inside..
Define the model items that make up the interior that you wish to see - these are specified as a comma-separate list in the 'inner' field. Likewise, use the 'outer' field to specify which model or model items make up the exterior. I your product is a physical target, check the 'physical box'.
There are two methods for showing items inside. One is a psuedo X-Ray effect, the other is a semi-tranluscent solid. The x-ray works well for physical products, the solid for virtual, You can try them both out and see wihch suits your experience the best.
Near fade and far fade control how the 'inside' effect appears to the user; near fade specifies the distance at which the effect starts to fade out (disappear) - this i s useful to prevent users gettign too close to a physical object. The far fade controls when the effect actually appears; setting a value here can simulate the inside view appear as the user walks up to an object. Distances are in meters.
This widget will apply a reflection effect to specified model parts.
This widget will apply a transparency effect similar to glass; slightly reflective (based on incedence angle) but also transparent.