Simmetri is a creative toolbench and sandbox for building interactive 3D experiences for VR and screens. It's powerful enough for stadium-filling professional VJ's, while accessible and educational enough for VR-creation-hungry students, designers, artists, programmers, and educators.
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Release Date:
May 21, 2018
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Early Access Software

Get involved with this software as it develops.

Note: This Early Access software is not complete and may or may not change further. If you are not excited to use this software in its current state, then you should wait to see if it progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“We see Early Access as a way to build a core community of creators and to build up a strong collaboration with them: imagining and developing new content, tools and features as well as establishing our culture, learning our best systems for communicating, sharing, and teaching/learning. We're eager to support you, the creator.”

Approximately how long will this software be in Early Access?

“Approx 6 months. Full-release should take place on or before Dec 1st, 2018.”

How is the full version planned to differ from the Early Access version?

“There are features, refinements and whole tool suites that we expect to bring on-line soon.

Prospective Features:
- Community of trading assets, toys, tools, guides, scripts, and whole worlds/shows.
- Virtual VJ studio features for live tweaking in VR.
- Multi-user simultaneous co-creation: come to my world and build with me.
- Deeper / more simpler integration with other 3D creator tools: we’ve got some obvious ones on our radar or on our workbench presently, Please tell us your favorites you want integrated.
- Tool Suites that integrate via OSC or URL: connecting a universe of compatible apps, websites/services and other platforms like Arduino.
- Expanded script libraries
- Learning worlds and tutorials
- Mac OS support”

What is the current state of the Early Access version?

“Simmetri has been in a process of build and refinement for several years now. It's ready to be enjoyed and fully able to help you create, animate, script, share and present vast worlds of experiences. People use Simmetri to create simple presentations, deep interactive VR experiences, games, shows, VR music videos, art galleries or art pieces.

It's ready for the multi-media artist, the student or educator, the hobbyist, the modder, the memer, or the person just getting started in VR who might be intimidated by the professional tools. It's VR create-and-play ready and has LUA scripting built right in to enable expansive experimentation. We can’t wait to see what people create.”

Will this software be priced differently during and after Early Access?

“We’re not sure. We honestly hope the community of Early Access users can offer guidance here. We believe there’s a world of possibilities for selling valuable add-ons and content: learning materials, tools, toys, assets, services, and so on. Furthermore, we would like to enable a marketplace for creators to sell the same through the workshop.”

How are you planning on involving the Community in your development process?

“We love creativity fueled by community and community fueled by creativity. This creative community is our primary goal at Simmetri. We are fostering a vibrant community of content traders and teachers. Students, educators, artists, designers, VJs, hobbyists and pro’s alike.

We’re passionate about making Simmetri users more creative. What we need from users to accomplish this is simple: tell us what you like about Simmetri and how you want it improved. We will build to solve your needs and unlock more of your creative powers. Participating in early release gives you greater access to the Simmetri creators, influence in the community and culture, and a stronger hand in steering the application with feature requests.

The Early Access community can expect to co-create Simmetri in the following ways:

- High-influence feature requests
- Creation of early definitive guides, lore, badge/achievement concepts
- Leadership in early discussions
- Contributing and trading content in workshop: shows, toys/tools, tutorials/guides.
- Setting up community challenges
- Competing for most imaginative or helpful creator
- Creating and remixing DLC”
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Recent updates View all (4)

June 29

Simmetri v.90 Build 310

For this update, we’ve added a new tool for live performing: BPM (beats-per-minute) controls.

BPM Controls

You can now add BPM controls to your show to create a panel you can access at play time to control the BPM rate dynamically. When you tap a BPM rate using the controls, you effectively set the frequency of a special BPM Pulse that lives in your Universe that you can assign to properties and emitters to sync them to the beat. You can do this by dragging-and-dropping the BPM Pulse onto any numerical property.

You can find the ‘bpm controls’ tool under ‘live tools’ in the toolbox.



When you add the controls to the space, the controls will be created in an overlay ViewPort that is active regardless of what ViewPort you are in. Think of it as your control surface allowing you to interact with controls that only the performer sees in the case where you create a separate Display representing your output to the audience.

Since these controls live in your universe, you are free to change and edit them as you like. Additionally, since they are added as objects to your Universe, they will be included as part of your show when exporting it as an application.

Here’s an article that describes how to create and use the bpm controls:
BPM Controls

Other Additions And Bug Fixes
  • Fixed a bug where objects emitted on move by a rotation or scale transform widget, stayed in the space on stop
  • Made scrubbers easier to scrub by increasing their vertical hit area
  • Grabbable interactions now require objects with RigidBodies
  • Made Grip compatible with sounds, emitters and decal emitters
  • Made auto mode state more clear on bpm controls
  • Camera monitor tool now creates monitor for existing picked camera
  • 'track object' tool folded into 'look at' tool (under 'ui \ game')
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June 15

Simmetri v.90 Build 309

Since launch, we’ve been busy listening to your feedback. For this first update pass, we focused on continuing to build out support for the live artist/VJ community. Here’s a rundown of the changes:

Rendering To Outside Applications

One of the larger changes made in this update is the decoupling of inputs/outputs (think multi-monitor output, Spout sharing, etc) from your Universe into the application Preferences panel. Here’s a rundown for why this change was made:

Before, when you wanted to output an in-world camera or screen to an external application or monitor, you needed to create a Display for the camera then, under the Display’s properties, add appropriate Display Outputs to send the Display’s rendered texture to external displays/applications. Adding them directly to the Display in this manner meant that the outputs were ‘baked’ into your show meaning they would need to exist exactly as defined even if opening the show on a different configuration/computer. Also, if you exported your show as an application, the application would require those same exact outputs to function properly, which is no good if you take your show on the road to venues with different display configurations, etc.

To address this problem, the Display outputs have been moved into Edit/Preferences/outputs meaning they are configured at play-time (in your exported app as well) under Preferences. You still need to create Displays in the Universe as these represent your Universe’s outputs. However, now you (or your end-users) bind and setup the actual output devices under Edit/Preferences.

Here’s an article that gives an overview and tutorial on how to work with the new system:
Rendering To and From Outside Applications

Rendering From Outside Applications

Similarly, like outputs, input texture bindings have also been decoupled from the Universe. Now, when you want your universe to receive shared texture data from an external app, you can create Input2DTextures (formerly Spout2DTextures) in your Universe and bind them in the ‘inputs’ tab under Edit menu/Preferences. If no input is explicitly defined, the Input2DTexture will connect to the first input it detects.

NewTek NDI Support

NDI support has now been added for both Inputs and Outputs meaning you can now share and receive NDI based video streams. Especially useful when sharing rendered output over networks.

Here’s an example of bringing your phone’s camera video stream into Simmetri:
Phone Video Cam into Simmetri: NDI

Grip Tool

The grip tool was added for cases where you, the performer, live manipulate a projected show/presentation to the audience while you direct things immersed in VR. To use it, you click a camera (or light/sound/emitter) in the space to add a grip object that can then be used at playtime to grab and move the camera using your VR hand laser.

Grips: Making Cameras Movable During a Performance

Pulse Controller

A new property controller has been added that allows us to alter the value of any numerical or boolean property when a pulse emits an event. You can have the value pulsed or shifted using a variety of animation curves.

Drag + Drop Automatic Pulse/Signal Controller Assignment

If we create a Pulse or Signal in our browser library, we can quickly assign it to modulate any numerical or boolean property by dragging and dropping the signal or pulse from the browser onto a property. After the drag-drop, there will be a new set of options listed under the property to control how the value is changed.

Animating With Pulses

Slide/Spin Animation Tools

Located under the ‘ui \ game’ tools of the toolbox, these allow you to quickly add a spin or slide animation to a selected object. These are cumulative as well, so you can add a bunch to an object for interesting results. These tools effectively automate adding signals to an object's transform. If the object has a movable rigid body, these tools will create motorized physical constraints instead so the spinning/sliding object will correctly interact with other movable physical objects (i.e. with RigidBodies).

Other Additions And Bug Fixes
  • Simmetri should now not close if you shut SteamVR down while in VR mode
  • Fixed issues preventing Simmetri from rendering through the GameBar to Mixer for video and broadcasting
  • Fixed flickering issues that sometimes could occur when using multiple screen display outputs
  • All Displays now have a built in DisplayTexture for quickly accessing the Display’s texture to apply to in-world materials.
  • Screen aspect ratio is now defined under the DisplayTexture’s properties
  • All texture thumbnails can now be dragged and dropped into the space to create a plane rendering the texture
  • Dome output now will always output as square aspect ratio without needing to explicitly set it
  • The script editor window will now hide itself when the Steam Overlay is shown
  • Ctrl+Tab now out-dents selected code (instead of Shift-Tab, which conflicted before with the default Steam Overlay shortcut)
  • Screen preferences (under the Preferences panel) have been now folded into the ‘graphics’ and ‘outputs’ preferences tabs
  • Fixed edit boxes from altering the value (in some cases) as you typed in them
  • Can now directly attach attributes to transform/vector components without having to add a splitter attribute
  • Fixed a bug where changing a default binding of a PlayerController would reset on stop
  • Added a menu item and keyboard shortcut (Ctrl+L) to lock/unlock selected objects
  • Can now add PlayerControllers directly to Spaces for defining global controls
  • Fixed issue where dragging and dropping a signal into the space was not setting itself as the rendering signal on the created SignalVisualizer
  • Input2DTexture thumbnails in the browser now update in real-time. Before they would only update when the browser panel was refreshed.
  • Now each ViewPort will have its own separately active PlayerNode if actively rendered through a display.
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About This Software

Simmetri is serious about imagination. It's a creative playground and toolbox for building interactive 3D experiences for VR and screens. It's powerful enough for professional VJ's playing to stadium audiences and interactive visual artists working on high-profile exhibitions, yet accessible enough for curious students and educators. It combines the tweaking and editing capabilities of multi-media creative software, the interactivity-design of game-builders and the play-ability of a sandbox game.

  • Quickly create interactive VJ sets, VR experiences, immersive music videos, games and more.
  • Jump right in with our interactive tutorial and learning system and browse and remix a world of 3D and VR content shared by other creators to the Steam workshop.
  • Go deep with hundreds of tweak-able properties and complete scripting capabilities, compose immersive music videos with the timeline feature, audio waveform signals, pulse-based programming and more.
  • Play and experiment using physics and in-built toys without coding.
  • Export your creations directly via the Steam workshop or as your own application (.exe)

We're excited to interact directly with 'Early Access' creators as they share their vision for Simmetri and help us shape the future of the software.

Content Features:

  • Interactive tutorial and learning system to get you creating right away.
  • Instantly browse and play Simmetri shows from creators around the world.
  • Instantly share your Simmetri shows to millions of other Steam users

Creativity Features:

  • Model with numerous geometries, mesh modifiers. Fusing and mesh-editing options.
  • Import 3D models (including Google Blocks, Tiltbrush and Quill, Paint 3D, Tinker CAD)
  • Real-time physics with soft bodies and ropes. Control gravity, slow down or speed up time, or add constant forces to individual objects.
  • Physics tools like impulse emitters, hinges and other constraints.
  • Spatial audio system, in-world sounds and soundtracks.
  • Large-scale terrain modeling
  • Realistic sky and oceans, distant horizon spaces and skybox support
  • Control looks with materials, lights, particle emitters and environmental effects like fog and haze.
  • A full camera system w/ lens models and image filters. Quickly create multiple camera setups.
  • Flexible, extendable UI. Use the Simmetri Steam workshop to find more tools, toys and interactive tutorials.

Animation Features:

  • Timelines allow you to keytrack hundreds of object properties.
  • Live-record object movements for replay.
  • Package up animations with "Unit+Timeline": allows you to trigger them when you want, or clone them hundreds of times over.
  • Signals: sine-waves signals, easing signals control properties
  • Audio-reactive signals connect music to properties or actions you want.
  • Script-tracks: allow timelines to control exactly when scripts fire and events happen.

Interactivity Features:

  • Tools to quickly make objects interactive, so you can interact with them in VR, for instance
  • Simple LUA scripting for adding complex interactivity with drag-and-drop support for accessing objects in script quickly
  • Pre-built interactive actors for quickly creating cars, helicopters, rolling objects and characters.
  • Game controller, mouse and keyboard-driven player controls.
  • MIDI, OSC controllability.

VR:

  • VIVE
  • Oculus
  • Windows Mixed Reality headsets

Import:

  • Import your 3D objects: OBJ, DAE, FBX, and dozens of other supported file formats. (*Note: not all features of every file format are supported. The early release mainly supports static scene data import).
  • Import and work instantly with your creations from Google Blocks and Tiltbrush
  • 2D images / textures: (JPG, GIF, PNG, TIFF)
  • Sounds/soundtracks: (WAV, MP3, OGG)

Export:

  • Share to Steam Users via the Simmetri Steam Workshop "File > Share":
  • "Export as Application": packages your Simmetri show (aka: "universe") as a standalone folder containing the Simmetri Player and a show executable file.
  • Share out numerous video options (see "output" below)

Input:

  • MIDI input support
  • OSC input/output support
  • Spout/NDI input: Works with your favorite VJ or broadcast tool

Output:

  • Spout/NDI output: to work with your favorite VJ or broadcast tool
  • Works for both VR and non-VR (screen/projector) setups
  • OBS stream out or use dozens of other screen cap / steaming.
  • Set arbitrary video output formats / resolutions beyond 4K.
  • DomeMaster format
  • Red/blue 3D glasses output
  • 360 video output (dev mode)

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10
    • Processor: Intel® i5-4590 / AMD FX 8350 equivalent or greater
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GeForce® GTX 970 / AMD Radeon™ R9 290 equivalent or greater
    • DirectX: Version 10
    • Storage: 500 MB available space
    Recommended:
    • Requires a 64-bit processor and operating system
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