Reality Converter

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Convert, view, and customize USDZ 3D objects on Mac using Reality Converter.

Posts under Reality Converter tag

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USDZ AR Quick Look - displayColor appears as pink
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.
2
0
1.5k
Oct ’21
USDZ AR Quick Look - UsdGeom PointInstancer does not load
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?
0
0
811
Oct ’21
Open USDZ/USDA in Xcode, execute actions from HTML5
Hi, I have two questions about USDZ/USDA, Xcode and html5. I have created an object in Reality Composer and animated it. The actions are started via notifications.This works perfectly when I open the Reality Composer file (.rcproject) in Xcode and program the buttons accordingly. Now my questions are: is there a possibility to open USDZ/USDA files in Xcode instead of the .rcproject file? If so, how does this work? is there a possibility to create a web page with buttons in html5 and execute the actions in a USDZ/USDA file with these buttons, using the notifications? Thanks a lot
1
0
796
Oct ’21
Reality Converter warning needs explanation
I am using Reality Converter (RC) to convert a Blender-created .usdc file, to a .usdz file. On import, I get a warning saying "Invalid scene orientation in USD file"... "must be Y up." Please explain or provide link to error code explanations. The Blender default is that Z is up, X is left/right, and +Y is away and Y- is closer, all in reference to the default location of the camera. Is RC expecting something else? Do I need to change the Blender defaults? What happens if I don't heed the warning? The model looks right in RC and does export. Its behavior in the AR context is problematic and I wish to understand what may be causing it. Serge
1
0
1.1k
Sep ’21
USDZ horisontal plane position wrong
Hi I'm exporting an object from Blender to an FBX (or GLTF/GLB) file to then convert it in Reality Converter. Inside there, everything looks good, all animations work and the object is positioned on 0 0 0, however when I view the exported USDZ file in Safari on my iPhone, the object does not align to the horisontal plane but floats in the air, yet in the Reality Composer, the object is aligned perfectly with the floor. How can you set the correct alignment position for the object, either in Blender, Reality Composer or Reality Converter? Thanks
1
0
939
Aug ’21
Reality converter adding rigid shading to mesh
Whenever I transfer a rigged object from blender to Reality Composer (via "GLB" --> Reality Converter --> "USDZ") I face an issue in which unnecessary shading appears along edges of some polys. This issue ONLY occurs when the object is connected to a rig (as demonstrated in the images posted below). I found that converting GLB --> USDZ via "echoAR" does not share this problem. Has apple addressed this issue? I'd prefer to use reality converter if there is a solution.
0
0
819
Aug ’21
Conversion failed - GLB to USDZ
Hi! We've been using Reality Converter to convert .glb files (exported from Cinema 4d) into .usdz to work in several AR viewers. But suddenly there's a batch of files that shows "Error code: conversion failed, 1 error" when trying to open a .glb file in Reality Converter. When pressing more info it simply says "used conversion failure, see error code for more info" But unfortunately there is no more info and I have yet to find any solution. The .glb files have the same settings as all our other files and we've tried exporting them multiple times under different names and, funny enough we got ONE to work on Tuesday. But the same file didn't work when we tried it again on Wednesday so now.. we're stumped. Anybody have any suggestions for us we might try? If you need any additional info give me a shout or write an email directly to: qa @fibblar.com Thank you so much for any help!
0
0
1.4k
Jul ’21
USDZ AR Quick Look - displayColor appears as pink
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.
Replies
2
Boosts
0
Views
1.5k
Activity
Oct ’21
USDZ AR Quick Look - UsdGeom PointInstancer does not load
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?
Replies
0
Boosts
0
Views
811
Activity
Oct ’21
Open USDZ/USDA in Xcode, execute actions from HTML5
Hi, I have two questions about USDZ/USDA, Xcode and html5. I have created an object in Reality Composer and animated it. The actions are started via notifications.This works perfectly when I open the Reality Composer file (.rcproject) in Xcode and program the buttons accordingly. Now my questions are: is there a possibility to open USDZ/USDA files in Xcode instead of the .rcproject file? If so, how does this work? is there a possibility to create a web page with buttons in html5 and execute the actions in a USDZ/USDA file with these buttons, using the notifications? Thanks a lot
Replies
1
Boosts
0
Views
796
Activity
Oct ’21
Reality Converter warning needs explanation
I am using Reality Converter (RC) to convert a Blender-created .usdc file, to a .usdz file. On import, I get a warning saying "Invalid scene orientation in USD file"... "must be Y up." Please explain or provide link to error code explanations. The Blender default is that Z is up, X is left/right, and +Y is away and Y- is closer, all in reference to the default location of the camera. Is RC expecting something else? Do I need to change the Blender defaults? What happens if I don't heed the warning? The model looks right in RC and does export. Its behavior in the AR context is problematic and I wish to understand what may be causing it. Serge
Replies
1
Boosts
0
Views
1.1k
Activity
Sep ’21
USDZ horisontal plane position wrong
Hi I'm exporting an object from Blender to an FBX (or GLTF/GLB) file to then convert it in Reality Converter. Inside there, everything looks good, all animations work and the object is positioned on 0 0 0, however when I view the exported USDZ file in Safari on my iPhone, the object does not align to the horisontal plane but floats in the air, yet in the Reality Composer, the object is aligned perfectly with the floor. How can you set the correct alignment position for the object, either in Blender, Reality Composer or Reality Converter? Thanks
Replies
1
Boosts
0
Views
939
Activity
Aug ’21
Reality converter adding rigid shading to mesh
Whenever I transfer a rigged object from blender to Reality Composer (via "GLB" --> Reality Converter --> "USDZ") I face an issue in which unnecessary shading appears along edges of some polys. This issue ONLY occurs when the object is connected to a rig (as demonstrated in the images posted below). I found that converting GLB --> USDZ via "echoAR" does not share this problem. Has apple addressed this issue? I'd prefer to use reality converter if there is a solution.
Replies
0
Boosts
0
Views
819
Activity
Aug ’21
Conversion failed - GLB to USDZ
Hi! We've been using Reality Converter to convert .glb files (exported from Cinema 4d) into .usdz to work in several AR viewers. But suddenly there's a batch of files that shows "Error code: conversion failed, 1 error" when trying to open a .glb file in Reality Converter. When pressing more info it simply says "used conversion failure, see error code for more info" But unfortunately there is no more info and I have yet to find any solution. The .glb files have the same settings as all our other files and we've tried exporting them multiple times under different names and, funny enough we got ONE to work on Tuesday. But the same file didn't work when we tried it again on Wednesday so now.. we're stumped. Anybody have any suggestions for us we might try? If you need any additional info give me a shout or write an email directly to: qa @fibblar.com Thank you so much for any help!
Replies
0
Boosts
0
Views
1.4k
Activity
Jul ’21
Adjusting brightness to robot.usdz
I'm playing around with apple's downloadable "capturing body motion" file, and I cannot seem to figure out how to adjust the lighting on the mesh, it currently appears too dark. If it is possible can shadows be added too? Any answers/suggestions would be appreciated!
Replies
0
Boosts
0
Views
848
Activity
Jul ’21
for update reality converter
I would suggest to apple put in the next version of "reality convert", the possibility of using more than one skeleton in geometry. 1 skeleton with 2 mesh in skinning - OK, WORKS! 2 skeleton with 1 mesh in skinning - NOT WORKS! PS: sorry for bad English
Replies
2
Boosts
0
Views
602
Activity
Jul ’21
for update for reality converter
when we export from maya any fbx file, using cluster, reality converter cannot convert, showing error
Replies
0
Boosts
0
Views
517
Activity
Jul ’21
Unable to import textures in to slots.
Hi, I have imported a mesh and when I navigate to get textures,, they are all grayed out. I cannot select Tiffs, BMP, Itsa all grayed out...?.
Replies
0
Boosts
0
Views
424
Activity
Jul ’21