Closed scottstevens closed 5 years ago
Hi @scottstevens . At first glance, it looks to be an issue with normals viewing on iOS where it seems to look okay in XCode. I'll take a look at it this weekend to see if I can find out what's causing this.
Also thanks for flagging the texture issue. It's possible it is related. I plan on refactoring the material logic, so hopefully it would be more robust since USD is very particular about how textures should be created on iOS.
@scottstevens I checked your USDZ with iOS 12 GM, seems to work!
I had gotten the model to show up but not with the proper textures. It's supposed to have hints of tan (but ends up a slate gray on the iPhone). Did you compare to the glft?
On Thu, Sep 13, 2018, 8:14 PM Jimmy Gunawan notifications@github.com wrote:
@scottstevens https://github.com/scottstevens I checked your USDZ with iOS 12 GM, seems to work!
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Hi @scottstevens . I have been doing some major refactoring in the code (almost done) on the refactor_skeleton branch. In the process, I was able to get the texture to render correctly on iOS 12 GM. chair.usdz.zip
I plan to have the PR ready pretty soon for others to test out.
@kcoley Im a bit puzzled unless this is some issue with my install of USD. Every time I run an asset I get this:
@kcoley Are you running with different code than the current branch? I noticed your USDA output has a bias set on the normal texture, however, the code sets the bias to none?
Hi @scottstevens , yes sorry, I made the conversion on my refactorSkeletons
branch: https://github.com/kcoley/gltf2usd/tree/refactorSkeletons
It's still work in progress, but you can give it a try with the models. I am changing how I am loading textures using pillow, which fixes a bug with loading grayscale images.
@scottstevens the update for this should now be in master
I've been playing around with this and have been having an easy time converting GLFT's from around the web... but have been having a lot of problem getting ARKIT to properly render out the textures from assets of my own. I was wondering if there was some insight that could be provided as to why my USDZ version is not working when the GLFT is fine.
I incidentally had to fix something locally to get this to convert (I havent sent a pull request for it yet) The first line of _convert_texture_to_usd seems to have indexing problems when referencing the textures... ive fixed this by having it use the actual source:
image_name = gltf_texture if (isinstance(gltf_texture, basestring)) else self.images[self.textures[gltf_texture['index']]['source']]
(Source GLFT) DeclanChair_TobiasGravel.zip
(USDZ) declan.zip