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Reply to Mac spatial preview feature: Supported with Blender?
For anyone landing here with the same question: now that macOS 27 and visionOS 27 are out, I built a small open-source tool that does this for Blender. It's free and open-source. https://github.com/AdrianDot/BlenderSpatialPreview How it works: A Blender add-on exports the current scene to USD and passes it over a local socket to a small macOS app. The app opens the file with USDKit and hands it to a USDPreviewSession. You press 'Send to Vision Pro' in Blender, and it will reports whether the headset actually received the scene. Nothing needs to be installed on the Vision Pro. Current limitations (it's a prototype): It sends one frame per press, with no live editing or animation. Materials support base color, normal, roughness and metallic. One thing to mention: Heavy scenes sometimes arrive as a small placeholder cube, and one oversized object can take the rest of the scene down with it. The exported USD is valid in these cases, so the failure seems to happen during Apple's optimization step. @Vision Pro Engineer: is there any guidance on what determines when the optimizer falls back to a placeholder (vertex count, texture memory, mesh connectivity)? Knowing that would let the add-on warn users before they send.
Topic: 3D Content SubTopic:
3D Content Q&A
Oct ’26
Reply to Mac spatial preview feature: Supported with Blender?
For anyone landing here with the same question: now that macOS 27 and visionOS 27 are out, I built a small open-source tool that does this for Blender. It's free and open-source. https://github.com/AdrianDot/BlenderSpatialPreview How it works: A Blender add-on exports the current scene to USD and passes it over a local socket to a small macOS app. The app opens the file with USDKit and hands it to a USDPreviewSession. You press 'Send to Vision Pro' in Blender, and it will reports whether the headset actually received the scene. Nothing needs to be installed on the Vision Pro. Current limitations (it's a prototype): It sends one frame per press, with no live editing or animation. Materials support base color, normal, roughness and metallic. One thing to mention: Heavy scenes sometimes arrive as a small placeholder cube, and one oversized object can take the rest of the scene down with it. The exported USD is valid in these cases, so the failure seems to happen during Apple's optimization step. @Vision Pro Engineer: is there any guidance on what determines when the optimizer falls back to a placeholder (vertex count, texture memory, mesh connectivity)? Knowing that would let the add-on warn users before they send.
Topic: 3D Content SubTopic:
3D Content Q&A
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Oct ’26