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RealityKit portal crossing leaves a hard PBR lighting seam despite environmentLightingWeight being 0
I’m seeing a device-only lighting discontinuity on PBR entities that intersect a RealityKit portal plane in visionOS 27. A sharp brightness boundary appears exactly where the portal plane cuts through the entity. The portion outside the portal receives a different physical environment-probe contribution from the portion inside. The behavior is reproducible with two independent cases: A completely static blue sphere positioned across the portal plane. An orange sphere moved through the portal using ManipulationComponent and the standard visionOS pinch gesture. Both spheres use: var material = PhysicallyBasedMaterial() material.baseColor = .init(tint: .orange) material.metallic = 0 material.roughness = 1 Each sphere has the crossing and lighting components attached directly: sphere.components.set(PortalCrossingComponent()) sphere.components.set( ImageBasedLightReceiverComponent( imageBasedLight: portalImageBasedLight ) ) var lightingConfiguration = EnvironmentLightingConfigurationComponent() lightingConfiguration.environmentLightingWeight = 0 sphere.components.set(lightingConfiguration) The portal is created using the visionOS 27 factory API: let portal = PortalComponent.makePortal( surfaceStyle: .init(width: 1.2, height: 0.8), boundaryStyle: .infinitePlane(), boundaryMode: .clippingAndCrossing ) if var component = portal.portalEntity.components[PortalComponent.self] { component.lightingBlendDistance = 0.2 portal.portalEntity.components.set(component) } For the moving sphere, environmentLightingWeight stays at 0 for the entire interval in which any part of the sphere intersects the portal. The realtime environment-probe contribution only begins fading from 0 to 1 after the complete sphere has cleared the plane. However, a spatially sharp edge remains: In a bright physical environment, the outside portion is brighter. In a dark physical environment, the outside portion is darker. With UnlitMaterial, the edge disappears completely. With PBR—even metallic 0 and roughness 1—the edge returns. The static sphere reproduces the issue, so it does not appear to be caused by gesture or lighting-update timing. Changing lightingBlendDistance does not soften this remaining edge. The issue is visible on Apple Vision Pro but not in visionOS Simulator. I watched the portal-lighting section of WWDC24 session 10103 and implemented the recommended EnvironmentLightingConfigurationComponent solution. I have also reviewed the documentation for PortalComponent, PortalCrossingComponent, PortalComponent.makePortal, ImageBasedLightReceiverComponent, and environmentLightingWeight. Is there another component or entity-hierarchy requirement needed to fully suppress the physical environment probe on the host-side fragments of a crossing PBR entity? Or is this a RealityKit rendering issue on physical hardware? Environment: Apple Vision Pro (M5) visionOS 27.0 (24M5326g) Xcode 27.0 (27A5228h) visionOS SDK 27.0 (24M5326e) Here is a minimal standalone Xcode reproduction containing both the static and pinch-draggable spheres: https://drive.google.com/file/d/13qqOlDJVCCtlFcMaHCBpDkVJgRzmNjBK/view?usp=sharing
3
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1.8k
Aug ’26
Support for externally rendered light maps
Is it possible to utilize exr light maps rendered externally, for example in Blender, in Reality Composer Pro 3? I am thinking there might be a light map node in the material graph editor, that uses the same mixing modes as internally generated light maps, allowing workflows where light maps are rendered externally.
2
0
264
Jun ’26
Multiply exr lightmap in Reality Composer Pro Shader Graph
I’m trying to use EXR lightmaps to overlay baked lighting on top of a base texture in the RCP Shader Graph. When I multiply an EXR image set to Image(float) with an 8-bit base texture, the output becomes Image(float). I can’t connect that to the BaseColor input on the UnlitSurface node, since it only accepts Color3f. I expected to be able to use a Convert node between the Multiply node and the BaseColor input, but when I do that, the result becomes black and white instead of the expected outcome: the EXR multiplied with the base texture using a baseline value of 1, where values below 1 in the EXR would darken the base texture and values above 1 would brighten it. Is there any documentation on how to properly overlay a 32-bit EXR lightmap in the RCP Shader Graph, or is the black-and-white output from the Convert node a bug?
7
0
1.5k
Jan ’26
iOS 17 AR QuickLook: Support for multiple UV channels
Is there support for using multiple UV channels in AR QuickLook in iOS17? One important use case would be to put a tiling texture in an overlapping tiling UV set while mapping Ambient Occlusion to a separate unwrapped non-overlapping UV set. This is very important to author 3D content combining high-resolution surface detail and high-quality Ambient Occlusion data while keeping file size to a minimum.
2
0
2.1k
Aug ’23
RealityKit portal crossing leaves a hard PBR lighting seam despite environmentLightingWeight being 0
I’m seeing a device-only lighting discontinuity on PBR entities that intersect a RealityKit portal plane in visionOS 27. A sharp brightness boundary appears exactly where the portal plane cuts through the entity. The portion outside the portal receives a different physical environment-probe contribution from the portion inside. The behavior is reproducible with two independent cases: A completely static blue sphere positioned across the portal plane. An orange sphere moved through the portal using ManipulationComponent and the standard visionOS pinch gesture. Both spheres use: var material = PhysicallyBasedMaterial() material.baseColor = .init(tint: .orange) material.metallic = 0 material.roughness = 1 Each sphere has the crossing and lighting components attached directly: sphere.components.set(PortalCrossingComponent()) sphere.components.set( ImageBasedLightReceiverComponent( imageBasedLight: portalImageBasedLight ) ) var lightingConfiguration = EnvironmentLightingConfigurationComponent() lightingConfiguration.environmentLightingWeight = 0 sphere.components.set(lightingConfiguration) The portal is created using the visionOS 27 factory API: let portal = PortalComponent.makePortal( surfaceStyle: .init(width: 1.2, height: 0.8), boundaryStyle: .infinitePlane(), boundaryMode: .clippingAndCrossing ) if var component = portal.portalEntity.components[PortalComponent.self] { component.lightingBlendDistance = 0.2 portal.portalEntity.components.set(component) } For the moving sphere, environmentLightingWeight stays at 0 for the entire interval in which any part of the sphere intersects the portal. The realtime environment-probe contribution only begins fading from 0 to 1 after the complete sphere has cleared the plane. However, a spatially sharp edge remains: In a bright physical environment, the outside portion is brighter. In a dark physical environment, the outside portion is darker. With UnlitMaterial, the edge disappears completely. With PBR—even metallic 0 and roughness 1—the edge returns. The static sphere reproduces the issue, so it does not appear to be caused by gesture or lighting-update timing. Changing lightingBlendDistance does not soften this remaining edge. The issue is visible on Apple Vision Pro but not in visionOS Simulator. I watched the portal-lighting section of WWDC24 session 10103 and implemented the recommended EnvironmentLightingConfigurationComponent solution. I have also reviewed the documentation for PortalComponent, PortalCrossingComponent, PortalComponent.makePortal, ImageBasedLightReceiverComponent, and environmentLightingWeight. Is there another component or entity-hierarchy requirement needed to fully suppress the physical environment probe on the host-side fragments of a crossing PBR entity? Or is this a RealityKit rendering issue on physical hardware? Environment: Apple Vision Pro (M5) visionOS 27.0 (24M5326g) Xcode 27.0 (27A5228h) visionOS SDK 27.0 (24M5326e) Here is a minimal standalone Xcode reproduction containing both the static and pinch-draggable spheres: https://drive.google.com/file/d/13qqOlDJVCCtlFcMaHCBpDkVJgRzmNjBK/view?usp=sharing
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3
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0
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1.8k
Activity
Aug ’26
Support for externally rendered light maps
Is it possible to utilize exr light maps rendered externally, for example in Blender, in Reality Composer Pro 3? I am thinking there might be a light map node in the material graph editor, that uses the same mixing modes as internally generated light maps, allowing workflows where light maps are rendered externally.
Replies
2
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0
Views
264
Activity
Jun ’26
Multiply exr lightmap in Reality Composer Pro Shader Graph
I’m trying to use EXR lightmaps to overlay baked lighting on top of a base texture in the RCP Shader Graph. When I multiply an EXR image set to Image(float) with an 8-bit base texture, the output becomes Image(float). I can’t connect that to the BaseColor input on the UnlitSurface node, since it only accepts Color3f. I expected to be able to use a Convert node between the Multiply node and the BaseColor input, but when I do that, the result becomes black and white instead of the expected outcome: the EXR multiplied with the base texture using a baseline value of 1, where values below 1 in the EXR would darken the base texture and values above 1 would brighten it. Is there any documentation on how to properly overlay a 32-bit EXR lightmap in the RCP Shader Graph, or is the black-and-white output from the Convert node a bug?
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7
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0
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1.5k
Activity
Jan ’26
Raytracing on the Vision Pro M5
Is there any support pr plans for support for for raytraced reflections in RealityKit on the Vision Pro M5? I cannot find any documentation regarding this topic.
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2
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1.3k
Activity
Nov ’25
iOS 17 AR QuickLook: Support for multiple UV channels
Is there support for using multiple UV channels in AR QuickLook in iOS17? One important use case would be to put a tiling texture in an overlapping tiling UV set while mapping Ambient Occlusion to a separate unwrapped non-overlapping UV set. This is very important to author 3D content combining high-resolution surface detail and high-quality Ambient Occlusion data while keeping file size to a minimum.
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2
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0
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2.1k
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Aug ’23