AR Quick Look

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Allow users to see incredibly detailed object renderings in real-world surrounding, with support for audio playback, using AR Quick Look.

AR Quick Look Documentation

Posts under AR Quick Look tag

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One of people's favourite features of AR Quicklook is the video playback. Aside from the feature its self, what it represents is familiarity as people have used it in video for decades so it helps place AR right next to other common formats, which is awesome! Previously, if a USDZ's animation was longer than 10 seconds, the playback would appear. This rule was recently changed to allow the option from the USDZ metadata using the python tool. Unfortunately most designers are still not using the python toolkit so the feature is now hidden in most cases, which is too bad. Would be great to add the ability to set that metadata from Reality Converter & Composer. Better yet, if it was available as an html fragment identifier it would be super helpful, similar to "allowsContentScaling"
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It seems that on iOS 13 & 14 environment probes are notably too dark, and never reach an acceptable brightness that matches the surrounding environment. Is there any way to get "reasonable" IBL lighting in QuickLook that is not like 50% gray all the time, without resorting to hacks such as using emissive colors/textures? Clearly there must be something wrong with the IBL estimation, as the same scene in Google SceneViewer is very bright and nice under the same circumstances. The issue reproduces for example with the QuickLook gallery; the ceramics piece there is nearly 100% white as per the USD file but renders dull and gray next to a physical ceramics piece. Video of the issue: drive.google.com/file/d/14mVQFTNe6pO_4tYNIvpZa9eAS2YzoVPO/view?usp=sharing More pictures: drive.google.com/drive/folders/1ej6g-gpBAu53z2Zn08eQFNZAkTmDA_XJ?usp=sharing Note that in those pictures, all spheres in that grid are purely white, with varying degrees of metallic and roughness being the only difference. My expectation would be that the diffuse ones would appear "white" and not dark grey; seems impossible to get a "realistic" picture. Happens here as well: https://developer.apple.com/augmented-reality/quick-look/models/cupandsaucer/cup_saucer_set.usdz
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Hi! I've been working with AR Quick Look a lot recently and find it really useful. However, when I'm combining two .usdz-files into one, the experience isn't as great. I'm working with 3D-models that are supposed to be attached to vertical surfaces, and one by one they work flawlessly. But as soon as I add more models into the same, the objects won't "stick" as close to the wall as they do when they are separated. It's like there are some sort of "margin" applied to it. To create nested .usdz-files, I use Apple's command line tool: $ usdzcreateassetlib outputFile.usdz asset1.usdz [asset2.usdz [...]] Any idea why this might be the case? Thanks!
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I'm currently trying to project a transparent .png file on to a flat surface (table/paper), but the shadow is giving me a gray box. I am a huge fan of the shadows in Reality Composer, however I'm searching for an option to adjust the opacity or turn off the shadow.
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Dear community, I downloaded the USDPython 0.64 Package for my macOS Big Sur 11 on my new Mac book pro with M1 (13inc). After installing it the .pkg ( that is a modelio) I open the folder in my Applications folder and I double click on the usd.command. I am on .zsh and I did .zshrc and inserted my filepath in my case are export PATH=$PATH:/Users/<myusername>/Applications/usdpython/USD export PYTHONPATH=$PYTHONPATH:/Users/<myusername>/Applications/usdpython/USD/lib/python export PATH=$PATH:/Users/<myusername>/Applications/usdpython/usdzconvert are these correct? I am not sure if that Machintosh HD should be /Users/<myusername> I keep getting the Error: failed to import pxr module. Please add path to USD Python bindings to your PYTHONPATH Any help would be much appreciated
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I use usdzaudioimport to embed a simple audio file in my usdz. But in QuickLook (iOS or macOS) the audio is never played. What I've tried : usdzaudioimport ./myfile.usdz ./myfile.usda -a /test audio.mp3 -auralMode notSpatial -playbackMode loopFromStart usdzip myfile.usdz myfile.usda ./0/* where ./0 is the asset folder of myfile.usda I tried with usdc usdzaudioimport ./myfile.usdz ./myfile.usdc -a /test audio.mp3 -auralMode notSpatial -playbackMode loopFromStart usdzip myfile.usdz myfile.usdc ./0/* I tried with usdz without converting to usd(a/c) usdzaudioimport ./myfile.usdz -a /test audio.mp3 -auralMode notSpatial -playbackMode loopFromStart I tried m4a and mp3. I tried the sample cube from Reality Composer by adding my audio.mp3 as behavior at start of scene and exporting in usdz for Quicklook. But none of this solutions worked. I'm not able to play any audio with AR Quick Look usdz file at the start of the scene.
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I found that to disable scalling of model in AR it's enough to add "#allowsContentScaling=0" to url. I use threejs library and convert my model using their internal USDZExporter and store it as blob. And after adding it to the end of url it doesn't show model at all. What is the way of disabling scalling of model when url is a path to blob object already stored in a browser? Example: a id="safariARbuttonLink" rel="ar" href="blob:http://localhost:50000/2bd52a27-2ed8-4b46-87d5-2faa889ad5cd#allowContentScalling=0" download="asset.usdz" style="display: none" img id="safariARbutton" width="100" src="../../images/arkit.png" /a Url was created using "URL.createObjectURL( blob )".
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Hey! Dose AR quick look support Mask Material? I have seen the the face tracking have face Mask out, which the face will create occlusion for the face. So the object like helmet wont look like just floating over the head. Now I wanted to take that mask material and apply to my other project, like world tracking and image tracking, is this possible? thanks.
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I want to add AR objects to my backend server and view them in my mobile application. How can I display these object without adding them to my assets folder? Thanks
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Hi! Opening any web-based QuickLook AR experience (e.g. https://developer.apple.com/augmented-reality/quick-look/) in an app that launches an In-App Browser (e.g. Slack, Discord) will result in only the "Object" tab being visible, the AR mode never loads despite the USDZ object loading just fine in the Object tab. This is a breaking change from iOS 14 & one that I depend on.
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We are producing augmented reality in about 2 minutes with various scenes and animations. On ios14, everything worked without any problem, but on ios15, it suddenly says that AR Quick Look cannot open it. It seems that the reality file with a large capacity or two or more animations does not open. Please check. I attach a video that worked well on ios14. https://youtu.be/KPo_ikRclmc Thanks.
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Hello there! After update of iOS15 quick-look does not work properly with SafariServices that we use on our native web. For example; if you open this link on twitter https://developer.apple.com/augmented-reality/quick-look/ just click model to use quick-look, you will see AR part is not working..
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Long time listener, first time caller here, We'd like to use AR Quick Look to render a rigged game character that walks to where you tap on the base surface. So far, I'm only seeing the ability to sequentially trigger actions. So move+animate simultaneously seems un-doable. I guess one could parent the USDZ to a "mover" object and then run the transform on the mover and the animation on the USDZ but ugh. Anyone done something like this?
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Hi all, I am able to create USDZ files to load in AR Quick Look. However, for prims that contain displayColor primvar values, they all appear incorrect (pink) when opened via AR Quick Look. To repro, create a usdz from this (size too big for attaching usdz directly): #usda 1.0 ( defaultPrim = "Origin" ) def Xform "Origin" ( apiSchemas = ["GeomModelAPI"] kind = "component" ) { string label = "Golden Krone Hotel" string modern_name def Sphere "Volume" ( doc = "This is the main volume for the Golden Krone" ) { color3f[] primvars:displayColor = [(0.721156, 0.0030596028, 0.27578437)] ( elementSize = 1 interpolation = "constant" ) double radius = 2 float xformOp:rotateX:tilt = 12 float xformOp:rotateZ:spin.timeSamples = { 0: 0, 192: 1440, } double3 xformOp:translate = (0, 2, 0) uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateZ:spin", "xformOp:rotateX:tilt"] } def Cube "TopBackLeft" ( doc = "This is the volume for the top back left section of the Golden Krone" ) { color3f[] primvars:displayColor = [(0.8052342, 0.0014515291, 0.19331428)] ( elementSize = 1 interpolation = "constant" ) double3 xformOp:translate = (-2, 6, -2) uniform token[] xformOpOrder = ["xformOp:translate"] } def Capsule "TopFrontLeft" ( doc = "This is the volume for the top front left section of the Golden Krone" ) { color3f[] primvars:displayColor = [(0.007277872, 0.58201957, 0.41070253)] ( elementSize = 1 interpolation = "constant" ) double3 xformOp:translate = (-2, 6, 2) uniform token[] xformOpOrder = ["xformOp:translate"] } def Cylinder "TopBackRight" ( doc = "This is the volume for the top back right section of the Golden Krone" ) { color3f[] primvars:displayColor = [(0.20229208, 0.39510167, 0.40260625)] ( elementSize = 1 interpolation = "constant" ) double3 xformOp:translate = (2, 6, -2) uniform token[] xformOpOrder = ["xformOp:translate"] } def Cone "TopFrontRight" ( doc = "This is the volume for the top front right section of the Golden Krone" ) { color3f[] primvars:displayColor = [(0.08033847, 0.7920769, 0.12758464)] ( elementSize = 1 interpolation = "constant" ) double3 xformOp:translate = (2, 6, 2) uniform token[] xformOpOrder = ["xformOp:translate"] } } Opening the file in USDView, SideFX Houdini, Autodesk Maya ends up in viewport displaying expected colors: Opening it in AR Quick Look iOS appears pink: Searching on the internet, I have not been able to find any information about why this happens, what the requirements are, or if it is a known issue. Only a post on usd-interest google group from 2019 reported the same: https://groups.google.com/g/usd-interest/c/8hD2rzRboeg/m/PSgIPlLCBgAJ with the answer: """ And I was just told that ARQL does not currently support vertex displayColors in any capacity - neither without a bound material (as in the example I provided), nor as something read via a UsdPrimvarReader shader to feed to a UsdPreviewSurface... the only primvars currently supported in ARQL are texture coordinates for feeding a UsdUVTexture shader. """ I can not bake textures as my app is meant to work with display colors only. Does anyone have links to official help or information on this? Searching if supporting displayColor as other USD renderers do will be coming eventually.
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Hi all, I have a question regarding UsdGeom.PointInstancer: https://graphics.pixar.com/usd/docs/api/class_usd_geom_point_instancer.html schema support on AR Quick Look for USD stages. When packaging the city set example from pixar https://graphics.pixar.com/usd/downloads.html: and using it as a USDZ file ends up in AR Quick Look displaying: No point instancer at all. Prototypes at the origin. I have not been able to find any information regarding support, requirements or plan for UsdGeom.PointInstancer in AR Quick Look or Reality Composer pages. USDView, SideFX Houdini and Autodesk Maya support it without problem, I was hoping to use it for some AR models. Can somebody point me in the right direction for documentation on this, please?
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We've been running a system that serves .usdz files to customers for a couple months now, and throughout testing and production, we've had no issues with Quick Look on iOS. Recently, though, we've had instances where the animation is not played. A model has additionally come in at an angle. I believe all of these instances were with users on iOS 15. Are there known issues with Quick Look on iOS 15, considering the updates to ARKit? I can provide the .usdz files if necessary.
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AR Quick View's AR Quick View button cannot be pressed on some iOS devices. As for the iPhone 12 Pro, the AR Quick View button cannot be pressed on iOS 15 when reading from the standard iOS QR code reader, but the AR Quick View button can be pressed on the iPhone 12 Pro with iOS 14. On other devices, you can press the AR Quick View button when launching from Safari, but you cannot press the AR Quick View button when accessing from the standard QR code reader. Also, on some iOS devices, the AR Quick View button cannot be pressed. The problem seems to be occurring outside of the https://konabeer.jp/beach-diorama-ar/ as well. Is there any way to avoid this AR Quick View button not being able to be pressed? It would be very helpful if I could get more information than just the solution to this problem. iPhone7(iOS13):OK iPhoneX(iOS15):QR Code Reader:NG iPhone11(iOS14):OK iPhone12Pro(iOS14):OK iPhone12Pro(iOS15):QR Code Reader:NG iPhone12(iOS15.1):QR Code Reader:NG iPad Air(iOS15):QR Code Reader:NG iPhoneSE(iOS15):QR Code Reader:NG As a result of our own verification, the AR Quick Look button is deactivated on iOS 15 and when the QR code is imported from the Control Center. If you know of any known bugs or workarounds, or if there are any informative sites that have information on this issue, I would appreciate it.
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