I have a question about material authoring improvements in Reality Composer Pro 3, especially for transparent or refractive PBR materials.
In Reality Composer Pro 2, I found it difficult to create convincing glass-like materials. For example, the available Shader Graph nodes seemed limited for this use case, and I could not find common controls or nodes that are often useful for glass and crystal materials, such as Fresnel-style effects or more direct refraction-related controls.
I would like to understand whether Reality Composer Pro 3 has improved this area.
Specifically:
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Does Reality Composer Pro 3 provide better support for realistic glass, crystal, acrylic, or transparent PBR materials?
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Are there new Shader Graph nodes or material controls that help with Fresnel-style edge reflections, angle-dependent transparency, or similar effects?
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Does Reality Composer Pro 3 support index of refraction / IOR controls for transparent or refractive materials?
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Is there any supported way to create real refraction or physically plausible transmission for glass-like materials in RCP 3?
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If true refraction or IOR control is not supported, what is the recommended approach for creating convincing glass, crystal, or polished transparent materials for visionOS apps?
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Are there any sample projects, documentation pages, or WWDC sessions that show the recommended material setup for glass-like surfaces in Reality Composer Pro 3?
My goal is to create visually believable glass and crystal-style materials inside the standard visionOS / RealityKit rendering pipeline, preferably using supported RCP material tools rather than unsupported shader workarounds.
Any guidance on the current capabilities and recommended workflow in Reality Composer Pro 3 would be appreciated.