Teaser: Brewing up a new series where we'll make an immersive environment on Apple Vision Pro from start to finish!
#applevisonpro #apps #art #3d #SideFXHoudini #realitycomposerpro #vr #spatialcomputing #design #apps #indiedev #buildinpublic
Teaser: Brewing up a new series where we'll make an immersive environment on Apple Vision Pro from start to finish!
#applevisonpro #apps #art #3d #SideFXHoudini #realitycomposerpro #vr #spatialcomputing #design #apps #indiedev #buildinpublic
AudioMixGroup in #visionOS 🔊
I couldn't find much resources how AudioMixGroup works, so I wrote a small tutorial with an example app to show how I made it work in my game.
I use it to separately change the volume of audio groups, like sound and music
https://mitemmetim.medium.com/audiomixgroup-tutorial-for-visionos-2-85b0beb17210
I broke down and just created a HighlightSweepSystem that manually updated the time-step on the material every update. Feels like I'm missing something.
@dhruvgovil You recently announced #b3d 4.2 to support USD+MaterialX export. That's great. Unfortunately I could not bring those shaders into the latest #realitycomposerpro.
As I rarely get any reply on the FeedbackAssistant or the Forum, I hope you might answer.
Is this related to Blender supporting OpenPBR (aka MaterialX 1.39) and RealityKit still using 1.38?
I downloaded a model of a tin cup from Sketchfab that I want to use in a VisionOS app (as USDZ). It imports into Reality Composer Pro just fine, but unfortunately there are two cups, a green and a red one, and I want just one. Reality Composer Pro won't let me delete the deep nodes corresponding to one of the cups (not sure why, but Delete is disabled).
So I figure I gotta learn Blender. I download the latest 4.0.2, import the the Sketchfab file, delete one of the cups, and then try to re-export it as USDZ. When i drop it onto Reality Composer Pro, it warns me that the file has multiple root objects and that it will pick one at random.
I've tried exporting the file different ways (selection only, deleting other objects like the camera and light Blender adds by default, exporting only visible objects, etc.).
In Blender, the tree goes Scene Collection->Collection->Scene->Materials, Meshes. But what I get in RCP is two top level nodes: “scene" and “_materials”. The preview in RCP shows the cup, but if I drag it into my scene, whatever it places is invisible.
Does anyone know of a tutorial for this kind of flow? Or at the very least for exporting from Blender and into RCP? Or know how to do it? Seems like this is a workflow many of us should learn.
你好 Nǐ hǎo. Let me know if you're in Beijing on Mar 30 - 31, 2024. We can hang out.
I'll be speaking about developing for #VisionPro
New tutorial alert! A walkthrough for creating a cel shader in Reality Composer Pro using nodes in the shader graph.
https://youtu.be/6189fF-mago
#RealityComposerPro #ShaderGraph #CaughtMePickingMyNodes #Tutorial #visionOS