Applying texture in Xcode Scene Editor is not working - ios

I downloaded a 3D model(https://www.cgtrader.com/free-3d-models/industrial/machine/fuel-gas-scrubber-skid) and converted it to .dae using SketchUp.
I am not able to apply texture to this model in Xcode 9 Scene Editor. When i select any texture image(using materials->diffuse), it turns into black!!
I did the same for other models before and it was working fine. Not able to figure out what is the issue now.
I tried even changing the multiply, emission, reflective etc. properties to white color but still not able to see the texture.

I found what is wrong with the model. The model i downloaded is not UV mapped. That is why i am not able to apply the texture to it.

Related

Bright model in scene kit iOS 12

I have a problem with 3D model in SceneKit. I also use maxstARobjec After updating to iOS 12 it's start looking brighter than before (SCREENSHOTS WITH THE SAME ISSUE HERE)
I use 2 light node, without autoenablesDefaultLighting.
And one more fact about this issue: when I hide all lights the model (which must be black) is grey like it's has extra light...
Sorry for my bad language, and I very need your help!
I solve the same issue by convert .obj file to .scn files in Xcode, and use this scenes as nodes. Editor -> Convert to SceneKit file format (.scn)
screenshot

Make .scn model to have front camera view

We are creating iOS message extension app which is similar to Apple's Animoji app, we have created our own models (Some 3d faces) and we have .dae files for these models. We are converting these files to scn files in XCode by using option "Convert to scenkit scene file format (.scn)". When we see this scn file in XCode viewer, camera's Perspective view is shown for the model, and in this perspective view the face of the model looks thinner.  Once we tap on the Perspective option drop down and choose "Front" option, model's face is in correct posture and is in its normal shape. We want this shape to show in the app also while running, but everytime we show model only the thinner face (perspective view) is visible. Is there a way to set camera to front for the model programmatically ? Is there any specific step we need to take while exporting the dae file ? so that by default camera view is front only.
the "front" camera in the Xcode editor is an orthographic camera (its usesOrthographicProjection is set to YES).
Alternatively you can change the fieldOfView or focalLength properties to reduce the amount of deformation due to perspective. You can find an illustration in this post on the Photography site.
You are looking for an orthographic projection for the camera. To setup it correctly you can add some camera object to the scene graph in .scn XCode viewer and choose "camera" option in drop down list. Camera projection type is perspective by default therefore you should change it to orthographic.
P.S. can you share some screenshot of your 3d face? Is it better than Memoji?)

SceneKit: Material Preview is always black

In Xcode, I have a .SCN file that was transformed from a .DAE file. I've worked with the person who made the model to set all of the Physically Based (PBR) settings. But no matter what I do, the preview is always black.
Also, if I change the environment to Procedural Sky the model will also display as black.
I'm aware that adding a light to the scene will "fix" this, but should I have to do that? Since it gives my models unrealistic shadows?
I changed the Illumination settings to be the _m file in my list of textures. I suppose this has something to do with the way the model interacts with the light in the scene.
I just rebuilt my lights, i.e. I had 4 directional lights, so I made a new directional light to replace the first one, manually copied all of the settings including of course the rotation settings, deleted the one I copied from, made a second directional light, copied settings from the second one, etc. I think the problem started for me because I was copying lights from other .scn files, and something between the lights and the PBR materials is getting disconnected.
EDIT: Ok I just realized that rebuilding isn't necessary - the lights were within a group, which is how I copied them over to this scene. I just grabbed all the lights in the group and moved them out of that group and magically they all started working for the PBR materials again. It's a Christmas miracle.

SceneKit: SKNode resolution on iOS

I am using a .dae file to create my SCNNode. The quality of my 3D object looks perfect when opening with the .dae file editor, or preview app, but it looks so poor on the SCNNode (screenshot's pixelated lines).
Does this issue have any solution or improvement? Is there any parameter I should set to fix that?
Is your .dae file all those little bits and pieces modelled as objects? If so, I think you need to turn on Anti-Aliasing, that should solve this.
By default, this is turned off on iOS for performance reasons:
https://developer.apple.com/library/mac/documentation/SceneKit/Reference/SCNView_Class/#//apple_ref/occ/instp/SCNView/antialiasingMode

Problems with some textures in XNA

I have made a model using Sketchup, and have tested rendering it using Blender and it looks great.
However loading it in XNA has two problems.
1. One of the textures becomes see-thru not entierly transparent but items below on the inside of the model is visible (this is not the case in blender).
2. I have a rounded part on the model that is divided into smaller parts and the texture gets out of sync (the posisioning is all wrong).
I have tested exporting the model to 3ds and then use blender to save it as fbx (to eliminate any problems with Sketchup).
I have also tried using AutoDesks FBX Converter, same problems =(
I'm using myModel.Draw(World, View, Projection); to render the model.
Any suggestions?
/Jimmy
1)Sounds like a backface culling issue try this
device.RenderState.CullMode = CullMode.None; (try the CW and CCW variants)
also make sure the depth buffer is enabled
2) This may be similar problem to an issue I had with blender when you copy the bones try the gModel.CopyBoneTransformsTo(transforms); as well as gModel.CopyAbsoluteBoneTransformsTo(transforms);

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