pbr

SceneKit view renders as phong instead of physically based materials

ε祈祈猫儿з 提交于 2019-12-08 02:25:46
问题 I have several objects in my scene, all of which had the "lighting model" of their material set to be physically based. When I run the app, the view I get looks nothing like the scene editor - it instead looks more like Phong materials. Is there a root node I need to change in order to have it render physically based from the get-go? I'm new to objective-c, so I'm not sure if I need to set the lighting model of the root node to physically based, and if so, how I would access the root node

SceneKit: how to reproduce iOS 9 lighting color effect (one directional, one ambient) on iOS 10 without disabling PBR?

你说的曾经没有我的故事 提交于 2019-12-07 05:49:37
问题 As this thread on the Apple forums mentions, lights on iOS 10 are now weaker and change how scenes look. The thread suggests setting SCNDisableLinearSpaceRendering to YES, but this did not work. Put another way, using SCNDisableLinearSpaceRendering will not make your scene look the same on iOS 10 as on iOS 9 -- at least not in our testing. We also tried: floorNode.geometry?.firstMaterial?.lightingModel = SCNMaterial.LightingModel.blinn Screenshots below show the difference between the same

SceneKit view renders as phong instead of physically based materials

别来无恙 提交于 2019-12-06 11:21:10
I have several objects in my scene, all of which had the "lighting model" of their material set to be physically based. When I run the app, the view I get looks nothing like the scene editor - it instead looks more like Phong materials. Is there a root node I need to change in order to have it render physically based from the get-go? I'm new to objective-c, so I'm not sure if I need to set the lighting model of the root node to physically based, and if so, how I would access the root node (and furthermore, can the root node even have a lighting model attribute since it itself is not renderable

SceneKit: how to reproduce iOS 9 lighting color effect (one directional, one ambient) on iOS 10 without disabling PBR?

大兔子大兔子 提交于 2019-12-05 10:14:14
As this thread on the Apple forums mentions, lights on iOS 10 are now weaker and change how scenes look. The thread suggests setting SCNDisableLinearSpaceRendering to YES, but this did not work. Put another way, using SCNDisableLinearSpaceRendering will not make your scene look the same on iOS 10 as on iOS 9 -- at least not in our testing. We also tried: floorNode.geometry?.firstMaterial?.lightingModel = SCNMaterial.LightingModel.blinn Screenshots below show the difference between the same scene. Notice how the floor turns from green to yellow even though the lighting is the same. The scene