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Reply to Multiply exr lightmap in Reality Composer Pro Shader Graph
Thanks for getting back to me on this issue so quickly, appreciated. I have tried using the Image(color3f) mode in the image nodes with linear color space, and the results are roughly the same, where all the dynamic range of the exr lightmap seems to be heavily compressed to a point where result end up looking flat and unrealistic. Here is a screenshot showing the effect, again with the expected result below. To my eyes it looks like when I load an .exr image with Image(color3f) it´s downsampled from 32 bit color depth to 8 bits. Could this be the case?
Topic: Graphics & Games SubTopic: RealityKit Tags:
Nov ’25
Reply to Multiply exr lightmap in Reality Composer Pro Shader Graph
Thanks for the quick feedback, super appreciated. I tested this suggestion, and the result seems to be much closer to what I was expecting. But, to my eyes, it looks like the .exr lightmap loses a lot of dynamic range. Please see the two images attached below, where the lower sofa uses a normal png texture map where both texture and lighting is baked into the BaseColor texture in Blender, while the upper sofa uses the tiled fabric texture as BaseColor with the exr lightmap multiplied using the Image(vector3f) approach you suggested. The loss of dynamic range in the .exr multiplied as Image(vector3f) is quite apparent.
Topic: Graphics & Games SubTopic: RealityKit Tags:
Nov ’25
Reply to Multiply exr lightmap in Reality Composer Pro Shader Graph
Hello, Thank you for the quick and in-depth reply. I will dig into the "unlit" shader for Petite Asteriods and see if I can modify it to suit my needs. I will do my best try to explain what I am trying to do in more detail. My plan is to separate BaseColor texture and baked light and use a tiling UV set (st) for BaseColor and an unwrapped non-overlapping UV (st1) set for the baked lightmaps. This way texture resolution (and the surface detail) will not be dictated by the lightmap resolution, allowing for closeup viewing of surfaces without losing detail, while preserving the baked light for shading. This would allow for creating much more realistic environments that take advantage of the fantastic resolution of the VisionPro, combined with beautiful prebaked light. This is the way baked light works in Unity and Unreal Engine. I was expecting to be able to do this by baking out the lightmaps as exr with base 1, so that dark areas of the lightmaps would, when multiplied with the BaseColor texture darken the areas where the exr has values below 1 and brighten areas where exr exposure is above 1. If I convert he lightmap exr to color3f, then I lose the dynamic range of the exr and a multiply operation will only darken the BaseColor channel, since color3f only has dynamic range between 0 to 1. So my thinking was that the image node would not sample the exr input as black and white, but rather as rgb with extended dynamic range, and when multiplied with the BaseColor texture the result would be the exr darkening areas with brightness below 1 and brighten areas above 1 with color information retained (because the lightmaps has colored lighting information from both light and environment lighting). After the multiply operation, I would then use convert the output from float to color3f before connecting it to the BaseColor channel in the unlit shader node. Yesterday I found that there´s a mode in the multiply node called Multiply (Color3f * float) that I thought would do exactly what I want, but since the float output from the exr image node is apparently greyscale, it was also a dead end. I have tried various other nodes and also multiplying a color3f version of the lightmap on top of the grayscale float lightmap to combine the greyscale float exr info with he color information and reach the desired result, but I cannot seem to figure out how to make this workflow function. Here´s an image of what I am trying to achieve: Here´s an image of the current output with the Multiply (Color3f * float) node:
Topic: Graphics & Games SubTopic: RealityKit Tags:
Nov ’25
Reply to iOS 17 AR QuickLook: Support for multiple UV channels
Follow up: Apparently, since iOS16, there is actually support for this in AR QuickLook / USDZ. The VisionPro USDZ asset on Apple.com, is using AO maps in UV2: https://www.apple.com/105/media/us/apple-vision-pro/2023/7e268c13-eb22-493d-a860-f0637bacb569/ar/apple_vision_pro_ios16.usdz The problem is that there seems to be basically zero documentation on how to author these USDZ files, so I started a thread on the OpenUSD forum to investigate: https://forum.aousd.org/t/linking-ao-texture-map-to-secondary-uv-channel-st1/446/3 Apparently, exporting USDZ with these charateristics is possible via the Maya USDZ exporter, but as far as I can see there´s no support in Blender (my preferred authoring platform). So we´re now looking to move our pipeline to Maya and test compatibility. I really hope that Apple will up their game and expose these options in an updated (and much improved) version of Reality Converter soon.
Topic: Graphics & Games SubTopic: General Tags:
Aug ’23