![](/img/trans.png)
[英]How To Apply .MTL File on .OBJ 3d Model via SceneKit & Model I/O
[英]Apply proper finishes on obj model in scenekit?
我正在尝试使用 Scenekit (ARIkit iOS) 在 .obj 模型上应用金属度贴图。 不幸的是,它显示的是垂直线。
请参考下面的代码,我还附上了截图以便正确理解。
模型经过 UV 展开以解决模型中的平铺问题,并附上所有材料以供查看。
对象网址: https : //s3.ap-south-1.amazonaws.com/p9-platform/product/4f800e4c-52cd-4167-a7c3-6ba5703df7e7.obj
func loadTexture(forMaterial material: SCNMaterial, withFinish finish:FinishModel, forDispatchGroup disPatchGroup:DispatchGroup) {
concurrentQueue.async {
if material.lightingModel != .physicallyBased {
material.lightingModel = .physicallyBased
}
}
if let finishMap = finish.finishMap {
if let diffuseTexturePath = finishMap.diffuseMapUrl {
disPatchGroup.enter()
self.dataProvider.fetchTextureFile(forpath: diffuseTexturePath, successBlock: { (success, imageObject) in
//self.viewController?.report_memory()
material.diffuse.contents = nil
material.diffuse.contents = imageObject
disPatchGroup.leave()
}, failureBlock: { (error) in
disPatchGroup.leave()
})
}
if let metalTexturePath = finishMap.metalnessMapUrl {
disPatchGroup.enter()
self.dataProvider.fetchTextureFile(forpath: metalTexturePath, successBlock: { (success, imageObject) in
// self.viewController?.report_memory()
material.metalness.contents = nil
material.metalness.contents = imageObject
disPatchGroup.leave()
}, failureBlock: { (error) in
disPatchGroup.leave()
})
}
if let roughnessTexturePath = finishMap.roughnessMapUrl {
disPatchGroup.enter()
self.dataProvider.fetchTextureFile(forpath: roughnessTexturePath, successBlock: { (success, imageObject) in
// self.viewController?.report_memory()
material.roughness.contents = nil
material.roughness.contents = imageObject
disPatchGroup.leave()
}, failureBlock: { (error) in
disPatchGroup.leave()
})
}
if let normalTexturePath = finishMap.normalMapUrl {
disPatchGroup.enter()
self.dataProvider.fetchTextureFile(forpath: normalTexturePath, successBlock: { (success, imageObject) in
material.normal.contents = nil
// self.viewController?.report_memory()
material.normal.contents = imageObject
disPatchGroup.leave()
}, failureBlock: { (error) in
disPatchGroup.leave()
})
}
}
}
您应该确保不同的材料属性( diffuse
、 metalness
roughness
、 roughness
和normal
)对wrapS
和wrapT
使用相同的 包裹模式。 这里SCNWrapModeRepeat
很可能是您正在寻找的。
注意问题中的代码设置了specular
材质属性,但SCNLightingModelPhysicallyBased
并未将其考虑在内。
声明:本站的技术帖子网页,遵循CC BY-SA 4.0协议,如果您需要转载,请注明本站网址或者原文地址。任何问题请咨询:yoyou2525@163.com.