Reality Composer Pro

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Leverage the all new Reality Composer Pro, designed to make it easy to preview and prepare 3D content for your visionOS apps

Posts under Reality Composer Pro tag

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Manual for Shader Graph in Reality Composer Pro
Hi, I would like to learn how to create custom materials using Shader Graph in Reality Composer Pro. I would like to know more about Shader Graph in general, including node descriptions and how the material's display changes when nodes are connected. However, I cannot find a manual for Shader Graph in Reality Composer Pro. This leaves me totally clueless on how to create custom materials. Thanks. Sadao Tokuyama https://1planet.co.jp/ https://twitter.com/tokufxug
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2.8k
Mar ’24
Original Reality Composer (non pro) in Vision OS
When I create an USDZ file from the original Reality Composer (non pro) and view it in the Vision OS simulator, the transforms and rotations don't look similar. For example a simple Tap and Flip behaviour does not rotate similar in Vision OS. Should we regard RC as discontinued sw and only work with RC-pro? Hopefully Apple will combine the features from the original RC into the new RC pro !
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735
Aug ’23
Exported .usdz scenes are not compatible with common tools
If you have a scene with a simple custom .usda material applied to a primitive like a cube, the exported (.usdz) material definition is unknown for tools like Reality Converter Version 1.0 (53) or Blender Version 3.6.1. Reality Converter shows up some warnings "Missing references in USD file", "Invalid USD shader node in USD file". Even Reality Composer Pro is unable to recreate the material correct with it's own exported .usdz files. Feedback: FB12699421
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1.1k
Aug ’23
The text "%%USE_I18N_STRING_ERROR%%" is displayed on the application page for the Apple Vision Pro Developer Kit.
Hello, I am writing to you today to inquire about my application for the Apple Vision Pro Developer Kit. I submitted my application three times, but each time the application page displayed the text "%%USE_I18N_STRING_ERROR%%". After I submitted my application, the page I was redirected to said "We'll be back soon". I am not sure if my application was successful. I have not received any email confirmation. Would you be able to check the status of my application and let me know if there is anything else I need to do? Thank you for your time and consideration. Sincerely, Sadao Tokuyama https://twitter.com/tokufxug https://www.linkedin.com/in/sadao-tokuyama/
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919
Jul ’23
How Does Freeform on visionOS Get A Larger Size Initial Window?
Hello community, I'm trying to open a window with larger than the original initial dimensions. Because the native Freeform app doing it just fine with wider-than-usual window dimensions. But I found on the documentation saying that "In visionOS, all windows open with the same initial dimensions." I tried to set a greater width on the window frame but there indeed seems to be a hard fixed max length on it since I can make the window to be smaller but not bigger programmatically. Am I doing something wrong or missing anything? What are your thoughts on how the larger window of Freeform even gets implemented? Or it could even not be a window for example might be a layered on a large reality view? Any input would be appreciated!
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539
Jul ’23
Particle Emitter Presets Missing
Was going through the video "Meet Reality Composer Pro" video (thanks Eric!) and while working through the Particle Emitter section, found that the preset sections was missing. When clicking the presets entry point (icon with 6 squares), a strange UI thing shoots up near the position x axis box (near the mouse cursor in the screenshot) Am using Version 1.0 (372.2.11) of Reality Composer Pro. Thanks so much!
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425
Aug ’23
How To Rotate A 3D Model - Vision OS
Hello, how does one add the capability for a user to rotate an object inside the Vision OS? I have tried to add a DragGesture to this to no avail, it will not register. There must be something native we utilize to allow a user to manipulate a 3D Model. This is how I am putting the model into the scene: let loadedEntity = try await Entity.load(named: itemName in: RealityKitContent.realityKitContentBundle) loadedEntity.generateCollisionShapes(recursive: true) content.add(loadedEntity)
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1.9k
Jul ’23
How to import a .stl 3D model into VisionOS
I have a .stl in “Standard Tesselated Geometry File Format” - how do I get this into a format which VisionOS can use? Notes: double-clicking on the .stl launches Xcode and shows the Scene graph I’ve added it to a template VisionOS app. It comes in with a gray icon that is otherwise identical to the blue icon that the template creates (named “Scene”) - but I cannot figure out how to get the model contained in the .stl to be recognized. Reality Composer Pro will not open the .stl file Many thanks!
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952
Jul ’23
[Newbie] Why does my ShaderGraphMaterial appear distorted?
Disclaimer: I am new to all things 3D. There could be a variety of things wrong with what I'm doing that are not unique to RealityKit. Any domain info would be appreciated. So, I'm following, what I think are, the recommended steps to import a shader-node material from reality composer pro and apply it to another modelEntity. I do the following: guard let entity = try? Entity.load(named: "Materials", in: RealityKitContent.realityKitContentBundle) else { return model } let materialEntity = entity.findEntity(named: "materialModel") as? ModelEntity guard let materialEntity else { return model } I then configure a property on it like so: guard var material = materialEntity.model?.materials[0] as? ShaderGraphMaterial else { return model } try coreMaterial.setParameter(name: "BaseColor", value: .color(matModel.matCoreUIColor)) I then apply it. This is what my texture looks like in RealityComposer: I notice that my rendered object has distortions in the actual RealityView. Note the diagonal lines that appear "Stretched". What could be doing this? I thought Node Shaders were supposed to be more resilient to distortions like this? I'm not sure if I've got a bug or if I'm using it wrong. FWIW, this is a shader based on apple's felt material shader. My graph looks like this: Thanks
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710
Aug ’23
How to impose an Impulse
Hi. Given an RC entity var physicsBody = tappedObject.entity.components[PhysicsBodyComponent.self]! as PhysicsBodyComponent how does one call func applyImpulse(_ impulse: SIMD3, at position: SIMD3, relativeTo referenceEntity: Entity?) to impose an impulse on the object? Or the real question is how does one obtain a physiceBody on the Model.Entity? Thanks!
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868
Sep ’23