Hey, I need help achieving realistic fog and clouds for immersive spaces. Making 3D planes with transparent fog/cloud textures work, but they create issues when there are a lot of them overlapping each other. Also I can't get a good result with particles either.
Thanks in advance!
Reality Composer Pro
RSS for tagLeverage the all new Reality Composer Pro, designed to make it easy to preview and prepare 3D content for your visionOS apps
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Based on info online I'm under the impression we can add spatial audio to USDZ files using Reality Composer Pro, however I've been unable to hear this audio outside of the preview audio in the scene inspector. Attached is a screenshot with how I've laid out the scene.
I see the 3D object fine on mobile and Vision Pro, but can't get audio to loop. I have ensured the audio file is in the scene linked as the resource for the spatial audio node. Am I off on setting this up, it's broken or this simply isn't a feature to save back to USDZ? In the following link they note their USDZ could "play an audio track while viewing the model", but the model isn't there anymore.
Can someone confirm where I might be off please?
We have a visionOS project started with visionOS 1.1 and now with visionOS we want to use object tracking so we ad the Anchor component to our scene in Reality Composer Pro and select a referenceObject but when we try to run the app on a physical device we get the following error: [xrsimulator] Exception thrown: This asset (ARReferenceObject_0.compiledarreferenceobject) is not supported by this version of RealityKit.
I started a visionOS app using Apple's new "App Environment" template, and when I looked at the UV mapping for the half SkyDome, the bottom edge had a UV 'Y' value of 0.318.
Naively, I had assumed the bottom edge of a half dome would have a UV 'Y' value of 0.5 (half way up the texture map).
Is this the standard UV mapping for half a SkyDome?
It has caused some issues when I've applied some HDRIs.
How to trigger Reality Composer Pro behaviors compoment's onNotification event from RealityView code?
I want the result of an "If greater" node to return a boolean, but the best I can seem to get is a float of 0.00, or 1.00. I then can't seem to convert these to a boolean so I can use the "AND" node.
Am I holding this wrong?
If I have a main app with several different Reality Composer pro packages with all their AR/VR assets, how can I enable ODR (on-demand resource tags) on them?
I can't find a way.
Hi, I'm very new to 3D and am currently porting a SwiftUI iOS app to visionOS 2.0.
I saw WWDC24 feature Blender in multiple spatial videos, and have begun integrating Blender models and animations into my VisionOS app (I would also like to integrate skeletons and programmatic rigging, more on that later).
I'm wondering if there are “Best Practices” for this workflow - from Blender to USD to RCP 2.0 to visionOS 2 in Xcode. I’ve cobbled together the following that has some obvious holes:
I’ve been able to find some pre-rigged and pre-animated models online that can serve as a great starting point. As a reference, here is a free model from SketchFab - a simple rigged skeleton with 6 built in animations:
https://sketchfab.com/3d-models/skeleton-character-low-poly-8856e0138f424d68a8e0b40e185951f6
When exporting to USD from Blender, I haven’t been able to export more than one animation per USD file. Is there a workflow to export multiple animations in a single USDC file, or is this just not possible?
As a temporary workaround, here is a python script I’ve been using to loop through all Blender animations, and export a model for each animation:
import bpy
import os
# Set the directory where you want to save the USD files
output_directory = “/path/to/export”
# Ensure the directory exists
if not os.path.exists(output_directory):
os.makedirs(output_directory)
# Function to export current scene as USD
def export_scene_as_usd(output_path, start_frame, end_frame):
bpy.context.scene.frame_start = start_frame
bpy.context.scene.frame_end = end_frame
# Export the scene as a USD file
bpy.ops.wm.usd_export(
filepath=output_path,
export_animation=True
)
# Save the current scene name
original_scene = bpy.context.scene.name
# Iterate through each action and export it as a USD file
for action in bpy.data.actions:
# Create a new scene for each action
bpy.context.window.scene = bpy.data.scenes[original_scene].copy()
new_scene = bpy.context.scene
# Link the action to all relevant objects
for obj in new_scene.objects:
if obj.animation_data is not None:
obj.animation_data.action = action
# Determine the frame range for the action
start_frame, end_frame = action.frame_range
# Export the scene as a USD file
output_path = os.path.join(output_directory, f"{action.name}.usdc")
export_scene_as_usd(output_path, int(start_frame), int(end_frame))
# Delete the temporary scene to free memory
bpy.data.scenes.remove(new_scene)
print("Export completed.")
I have also been able to successfully export rigging armatures as a single Skeleton - each “bone” showing getting imported into Reality Composer Pro 2.0 when exporting/importing manually.
I would like to have all of these animations available in a single scene to be used in a RealityView in visionOS - so I have placed all animation models in a RCP scene and created named Timeline Action animations for each, showing the correct model and hiding the rest when triggering specific animations.
I apply materials/textures to each so they appear the same, using Shader Graph.
Then in SwiftUI I use notifications (as shown here - https://forums.developer.apple.com/forums/thread/756978) to trigger each RCP Timeline Action animation from code.
Two questions:
Is there a better way than to have multiple models of the same skeleton - each with a different animation - in a scene to be able to trigger multiple animations? Or would this require recreating Blender animations using skeleton rigging and keyframes from within RCP Timelines?
If I want to programmatically create custom animations and move parts of the skeleton/armatures - do I need to do this by defining custom components in RCP, using IKRig and define movement of each of the “bones” in Xcode?
I’m looking for any tips/tricks/workflow from experienced engineers or 3D artists that can create a more efficient/optimized workflow using Blender, USD, RCP 2 and visionOS 2 with SwiftUI.
Thanks so much, I appreciate any help! I am very excited about all the new tools that keep evolving to make spatial apps really fun to build!
Hi
I installed Xcode. I found to anchor plane option which seen in Reality Composer. but in pro version, can't found. where are the options?
thanks
I'm having issue with loading 1.2GB USDZ file with visionOS
Here's the details
the file is download via backend api
file is download to document directory
FileManager.default.url(for: .documentDirectory, in: .userDomainMask, appropriateFor: nil, create: true)
when loading the asset, it took almost 30s to load the asset
Loaded usd((extension in RealityFoundation):RealityKit.Entity.LoadStatistics.USDLoader.rio) in 29.24642503261566 seconds
loading asset code
let model = try await Entity(contentsOf: assetUrl)
USDZ file is exported from RealityComposerPro
Did I make any mistake on the flow or is there any other approach to decrease the loading time?
Hello, I’m trying to move my app into vision OS, my app is used for pilot to study the airplane system, is a 3d airplane cockpit build with scene kit and I use sprite scene to animate the cockpit instruments .
Scenekit allow to apply as material a sprite scene , so I could animate easy all the different instruments and indication there, but I can’t find this option on reality compose pro , is this possible? any suggestions I can look into to animate and simulate instruments.
We can add many models in the Reality Composer Pro scene, but when I use RealityView to display and add modifiers in SwiftUI, the modifiers will have Effect, and I don't want to do this. I hope this modifier will be valid for a single model in the Reality Composer Pro scenario.
May I ask how to add modifiers to a single model in the Reality Composer Pro scene?
When I wanted to call the Reality Composer Pro scene containing Object Tracking, I tried the following code:
RealityView { content in
if let model = try? await Entity(named: "Scene", in: realityKitContentBundle) {
content.add(model)
}
}
Obviously, this is wrong. We need to add some configurations that can enable Object Tracking to Reality View. What do we need to add?
Note:I have seen https://developer.apple.com/videos/play/wwdc2024/10101/, but I don't know much about it.
hello
i wanna play mp4 file in VideoMaterial avPlayer.
so first i make to use reality composer pro.
I created matterial using the sphere provided by default in Reality Composer Pro and exported it to usdz.
and when i play mp4 file in sphere matterial, it's good play
But i wanna custom created matterial (ex. shaper3d create 3d modeling) not good play.
i make custom created matterial - it's curved matterial
curved matterial in shaper3d and exported it to usdz.
curved matterial in Reality Composer Pro Scene and exported it to usdz.
when i play mp4 file in curved matterial, it's not good play
-> not adjust screen play
How can I adjust and display the video in a custom usda file?
For visionOS 2.0+, it has been announced the object tracking feature. Is there any support for PolySpatial in Unity or is it only available in Swift and Xcode?
HI eveyone
i've read that USDZ supports LOD to have 3 meshes with high medium and low polygon detail to be visible depending on the distance from the user to the entity...
but i dont know how to use it...
any experience or... god bless you... a downloadable file with a sample???
thanks a lot !!!!
The WWDC24 video "Build a spatial drawing app with RealityKit" https://developer.apple.com/wwdc24/10104 at 12:04 includes a slide showing a Reality Composer Pro shader graph that features wonderful inline documentation comment boxes:
Are shader graph inline comments a new feature that Reality Composer Pro supports? This would be extraordinarily useful, as complex shader graphs can be challenging to decipher.
If so, how are inline shader graph comments created in Reality Composer Pro?
Hello just getting this error as I am trying to run the any new project this error is looking up
Thanks
Zipzy Games
X
Hello,
I'm trying to attach one entity to another entity via the new PhysicsFixedJoint. I have a usdz that contains a skeletal pose which expose the joints as pins as desired. However the when I access the pin, it is returning a GeometricPin, instead of an EntityGeometricPin as you would expect. I can't use the returned GeometricPin to create the joint.
Am I missing something? Shouldn't access the Entity's pins object return EntityGeometricPins instead of GeometricPin?
Here is the code sample:
var body: some View {
RealityView { content in
if let scene = try? await Entity(named: "Scene", in: untitledBundle) {
content.add(scene)
let attack = try! Entity.load(named: "Attack01_SingleSword")
let anchor = scene.findEntity(named: "Root")
anchor?.addChild(attack)
let sword = try! Entity.load(named: "OHS08_Sword")
anchor?.addChild(sword)
if let swordEntity = findModelComponentEntity(entity: sword) {
let swordPin = swordEntity.pins.set(
named: "test", position: SIMD3<Float>.zero
)
if let attackEntity = findModelComponentEntity(entity: attack) {
let attackPin = attackEntity.pins["root/pelvis/spine_01/spine_02/spine_03/clavicle_r/upperarm_r/lowerarm_r/hand_r/weapon_r"]! // This is returning GeomtricPin instead of the EntityGeometricPin that the "pins" object contains
let joint = PhysicsFixedJoint(
pin0: swordPin,
pin1: attackPin // This is a compile error since it is not an EntityGeometricPin type
)
try! joint.addToSimulation()
}
}
}
}
}
I am developing an application that has a 3D model, developed on blender in parts and then combined and pushed to Reality Composer Pro. I would like to be able to select parts of the model such as the right arm, and when that's done, a description window to open up with more information. How do I go about selecting a part of my model?