我正在使用ARKit 3和RealityKit开发iOS应用。我想在包含图像的房间内创建虚拟2d平面。因此,我使用了
Adding a material to a ModelEntity programmatically
但不是几乎是白色的图像将显示为非常暗,接近黑色。我还尝试了UnlitMaterial
。它确实创造了更好的结果,但是图像仍然很暗。对于JPEG和PNG文件,此问题仍然存在。
在使用SceneKit的早期版本中,我通过以下方式解决了类似的问题
sceneView.automaticallyUpdatesLighting = true
sceneView.autoenablesDefaultLighting = true
我想图像确实通过这段代码使自己亮了。
如何解决RealityKit中的问题?
答案 0 :(得分:0)
您可以使用每个.rcproject
包含在Reality Composer中的ARView自动照明功能。尝试以下简单的iOS代码以了解其工作原理:
import ARKit
import RealityKit
class GameViewController: UIViewController {
@IBOutlet var arView: ARView!
override func viewDidLoad() {
super.viewDidLoad()
arView.cameraMode = ARView.CameraMode.ar
arView.renderOptions = [.disableMotionBlur,
.disableDepthOfField]
arView.automaticallyConfigureSession = true
var material = SimpleMaterial()
material.tintColor = UIColor.yellow
material.baseColor = try! MaterialColorParameter.texture(
TextureResource.load(named: "yourImg.jpg"))
material.roughness = MaterialScalarParameter(floatLiteral: 0.1)
material.metallic = MaterialScalarParameter(floatLiteral: 1.0)
let sceneElement = try! Experience.loadBox()
sceneElement.scale = SIMD3<Float>(x: 0.5, y: 0.5, z: 0.5)
sceneElement.position = SIMD3<Float>(x: 1, y: 0.5, z: 0)
let mesh: MeshResource = .generateSphere(radius: 1.0)
let component = ModelComponent(mesh: mesh,
materials: [material])
sceneElement.components.set(component)
arView.scene.anchors.append(sceneElement)
}
}
或尝试类似的macOS代码:
import AppKit
import RealityKit
class GameViewController: NSViewController {
@IBOutlet var arView: ARView!
override func awakeFromNib() {
arView.debugOptions = [.showStatistics,
.showPhysics]
arView.environment.background = .color(ARView.Environment.Color.black)
var material = SimpleMaterial()
material.tintColor = NSColor.yellow
material.baseColor = try! MaterialColorParameter.texture(
TextureResource.load(named: "yourImg.jpg"))
material.roughness = MaterialScalarParameter(floatLiteral: 0.1)
material.metallic = MaterialScalarParameter(floatLiteral: 1.0)
let sceneElement = try! TwoScenes.loadSecondScene()
sceneElement.scale = SIMD3<Float>(x: 0.5, y: 0.5, z: 0.5)
sceneElement.position = SIMD3<Float>(x: 1, y: 0.5, z: 0)
let mesh: MeshResource = .generateSphere(radius: 1.0)
let component = ModelComponent(mesh: mesh,
materials: [material])
sceneElement.components.set(component)
arView.scene.anchors.append(sceneElement)
}
}
答案 1 :(得分:0)
let img = UIImage(named: ouputSrc, in: Bundle(path: resourcePath), compatibleWith: nil)
var myMaterial = UnlitMaterial()
myMaterial.baseColor = try! .texture(.load(named: ouputSrc, in: Bundle(path: resourcePath)))
myMaterial.tintColor = UIColor.white.withAlphaComponent(1)