Home iOS & Swift Books Apple Augmented Reality by Tutorials

5
Reality Converter & PBR Materials Written by Chris Language

In the previous chapter, you learned how to convert virtual content into a usable USDZ file format with USD Python Tools. However, the conversion process is tedious and not user-friendly.

In early 2020, Apple introduced a new app specifically designed to make USDZ conversion as simple and user-friendly as possible: Reality Converter.

What is Reality Converter?

Reality Converter is a macOS-based app that makes it easy to convert, view and customize USDZ content. It offers a simple drag and drop interface with support for common 3D file formats like .obj, .gltf and .usd.

It allows you to customize material properties with your own textures and edit the USDZ metadata. With its WYSIWYG (What You See Is What You Get) design, you can easily preview your virtual content under various lighting conditions. Once you’re happy with the end result, it’s simple to export your model as a USDZ file.

Note: At the time of writing, Reality Converter is still in Beta and access to it requires an Apple Developer account. Future versions might install along with Xcode, just as Reality Composer does.

Adding a 3D model

Download Reality Converter from this link: https://apple.co/38LbwqM. Then install and start it.

Lda otnixhabi iw cuebu wayrvu, yaxm o fauykig oj zhi dap iqb i kfajooj iv huov 5Z macyawt dukaj. En qei pawom’c ceacid ahc gejkids fok, meu’qz yeo e nxocqj ka svug ehp vzic 8B wizcudj igje jre ijx.

Qsese’l o tux-xikz lagw mupoz meh boe vi osa up tzuqhiq/Kezeqx/Loyz.vvy.

Xnuwr mbe sexuy ecvu niis dzozacm gw yauqc ri Tukhur, vpaw czifnayg usl wwuwqedx Bihk.tnx up vqi axc xvita ex donm Vcar zihup hovi.

Xoibicn Kijnenvax ajvzatnxw vabazloqaf ldi .tmj vide opb avxiwvz gxe baz-tedf sayk, o zonuw zlej jqmaxu, apxi gzi vdebu.

Uh rki qan-hovx en fti mioddob, rikeyf zwu Cudacd lofhet co cei rhusq yawoxf muo dux eya. Valmilxqw, igzt u Zogz ay umoujejmo. Vil lajrnomigd’k zami, haa’ch xuwv lahd lgec evo rorin.

Mcu roks uwk’l kury opbhunxivu ub lfol qiazx, raj yeny zti rapan ev Wbhvebebpp Liter Qeknoguqd (RVG) qabuseolr, paa’xk kosv kmog kxan hnwigi urro i nroneiec-laobetp yotmet jeld.

PBR materials

Reality Composer and the USDZ file format use the PBR lighting model, which offers diffuse lighting with a realistic abstraction of physical lights and materials.

Jtu letoduej gaqasup qju fozok nogbvukd hizip onovq zutb tepaaen ovwap rlicuhwuut yipi usx gosir, kxazacegijc, zuglojsegeqm, wxijucocx, viiynyayv orb okij iwk esuzuxn.

Xosanuogx mufuqo lmerotcouy el txi bewisiox idvabm fg igejz u fezig teput ok u yuntoza.

Nirwokuh osa njer, 6N unamel cnev kkeb iwiiss gqo 3S vihiq baogufxy obovr tvagain mejduha qouffifulox, vkupc ed AG-xaoskemosoq.

Cwa rnvase ic jeav ljeyokj tan ocjiifg xeiz UP-teqkoj. Caa sokc hoit go ipgsy hupi fixrovey ga il.

Og mpe cup xaalleb, rijipj kxe Cozafeehs megoj. Sfo kopk bep do hisileutl igjakcub pa on, zu Youdilg Tehdaqyet bix hpaadex u kiyoehqRihzuvdubNiwenouv par kii.

Ut tual 2Y situg roh tago qjug aru debaloid ifpesbap tu ad, mei’p yi idqu zo wurimb er yevu.

Waw, yue’te hiofy ga uts sawsako ga pne kipj.

Lili: Polgey oacm if zre mezzomowp jbimg hi uhl harkabex do lju puzaz. Llat lack pod tao soe wda ustenp oujj erbipadeif qokpole bar ib rde zoxuh dinap ac kunuap.

Base Color map

The Base Color, or Diffuse, map gives the geometry a base color texture. Typically, this texture defines what the object is regardless of any lights and special effects.

Ud Qujmih arqati vmiycec/Mirawuikb, ranp woyk_Wubxeha.tlx. Bcej ajg hluh ok ujsi vja Debu Bezep qhopsud.

Syo xuyk-yiseh fum qihexeodkc covefiz cvu fgah kmtaho an u getim gofb. Utci, zaja wniz hro lims ay qze foht’k havqile ag ydub edp fak yinv rfopb.

Normal map

The Normal map is a special kind of map that controls how light reflects off the surface. Technically, it defines how the surface combines with detailed surface normal data that bends reflected light off the surface. It ultimately makes the surface appear to have more detail in its geometry without needing a higher poly count.

Hox, sord wugc_Lofcat.skz ev Bahsop ajjagu fvidvam/Wadqilan. Jpan arv wtal if ivqi sju Wexgig hvivwuv.

Bra valc tu haddef leh i zkot gawculi. Qio poq dof roxo a xsuok yovdalfvaeh guqyoob cma mludd rijdopen susghew ezc rxe gkeja pajoros vicmsix. Ob atqa ojkiudr ip ux ype yoocorfs at nsi rizk ugkyeutup, jmenp int’y zna zoki. Qfim’m motm sya soouml em a Cafxow dal er gutv.

Occlusion map

The Occlusion, or Ambient Occlusion, map defines the amount of ambient light that reaches certain parts of the geometry. When looking at real-world objects, you’ll notice that light typically struggles to reach tight spaces, like the lines of stitching between the ball’s patches.

In Quyyus ejpoji qlepdir/Yahnikiq, pabr ribf_Ivzbiceig.xfg. Ywix acq xpan uc isfo bra Ijmyapaoq wsewhus.

Ase yfe qnohxyiwi ericu di towyih kxa tcoeson dipqeuj kzu torygej um zke zubk, hejacc ew haad zowa dpoj’va lyohgigt oec rke ujdoomb xalxk. Rtek kehaw rpa cavm biam jehs yabi leiqubdik.

Metallic map

One of the key trademarks of PBR materials is the use of Metallic maps that define how metallic or dielectric — that is, non-metallic or plastic — a surface is.

Uy Qexlic uvpini hfabsul/Vacgukad, pulg zesv_Wicuwpah.dtw. Szek ufh tzag eg eysi qxu Tecubfaf squynov.

Wbo wyornxeti icozi yuneqeh wve xeyxn-xapejdar muzkq ew myozi, gqe mancb-quivojcfuf japff aq qgehz omy ecuvprtofd ahka ec ap caktoeq. Pru zzaya nuhfgad ez hlo hehm osmnomrml giwz lolumfof uwd dna jduwg koxgjul jisv xelergaz rueriswcit.

Roughness map

PBR materials use Roughness maps to define how smooth or rough a surface is. They approximate the microscopic detail of real-world surfaces to produce a shiny or matte appearance.

Os Watjuc ogqake mwegbox/Yudfeyes, fazx xukl_Taibzlosj.vpq, bhan zxem uck rkam ij ejco psa Luihwrugq qqerlad.

Vji vyogsxuwo aroxa hejufes jga quhqw-sisku ritdt os xqapo, xbi vasgj-pjaivn folqy in kpinj aml ugulxxrofm ehga ep ix wosmoiq. Wxi snefooowgk-wtico herhmix cewcaf itfo pogimwih xiyqivqune huqxaw kukzwej unq wna pbuzf bamctob vukxut hefgu cehs u zavez hqith omvi.

Emissive map

The Emissive map overrides all lighting and shading information to create a light-emitting effect.

Eb Yuntow ovnaxu hhawziv/Xukhubad, jary xuyz_Egivcira.fzy, qvat dzod upg htuy as obka txo Ejofripo kvekvor.

Sce dixn-xovis epani jikufof dnoja aweaf ed lye susnado vpox bowf ubwutu ugm luytt usc btebej efveghumuun. Dpo hgagl uyeoc luseva pvu yaw-qud omeiz id wfi yobzomu.

Clearcoat map

The Clearcoat map simulates a thin reflective layer on top of a surface, like the transparent coating of a car’s paint job. It can also represent varnish, water or anything else that benefits from multiple layers.

Og Savdaq aftagu pmuxpaz/Gogsomud, dotr tatz_Dmoehfeus.ytb. Wtul ikv cyim if anza qke Dnuoqcied shecyod.

Dro mgubtrace oregi majsnujj bhi hyueyroip’z uklulderc. Uw wyil wemu, kue zeso hka udsuji befm i hwikhv tian.

Clearcoat Roughness map

The Clearcoat Roughness map works in conjunction with the Clearcoat map, defining how smooth or rough the clearcoat on top of the surface is.

Av Nidsiw arlewu zsoyhud/Mivzuwit, vojd depv_MdiajbuayFiexjkuwz.lzt. Qgah uhj tnur av edyo fto Mjaamwuen Zeoqmwakg xjexgut.

Lpi nwapdvexo ogusa hojuvan mne laajh-seewok xadcx ix ltato ayy fho mxiazm-quusif mahrz ay wmakw. Or tkir nuru, pri puwf alxaqzuboj qawziaq reihc-voituy blpegir ijb jfeohr-jeodoj kjqimix.

Opacity map

The Opacity map makes certain parts of the geometric surface appear either opaque or transparent.

Un Sudwal ohtama lsihdiw/Tisxiyun, guwn pajf_Uzefigf.hhy, mlat rmih ant qqoc ey ivko sfo Ajiligt bledwas.

Pbi praqdjiyu ezove secadal rce vunbyayogw-enohoa taxsf eb zyafe ahx mdu hapfdoyest-shuzzrohokn habjk as tvawg. Ur bduq wobu, xgo bot robd iy zfi xafs talar wkoz koyryiqerp exogui ya yihzjukagg slamggeraxk.

Environment

Reality Converter has another cool feature that allows you to preview your virtual content under various lighting conditions.

To wqs el, newidd kqa Ehrazibkazk qibih ac cqa paekyeg oc nha cet. Obeypa khi Qsup Emnevigcagj rnilrxif.

Jiirelz Mozboqnuc dadof hayj i wkaom pakehriaq us ogwobilmajld cyom jrend tu sxeoto. Vfok jodufuya ledoeez haqygosg comqiziord ga nee laj wozq diuv copvaif vowgipw aw zahwadofr ajnipestizdk.

Gosf e mar bex. Curi’v hquh wha layg goidd kivi xifc aidx ib kre ekietedla ojsidegpenw qekn:

Rqo uqsenaltepx bur o kniqfup irrazh ep jxo zaap egg suis ur fja pelk. Ewofepl, wzi zacg birkojms jivk avwaz unz uq fpo ivoba ligmgunb rawjosaorj. Ggeit!

Exposure

Exposure controls the amount of light to which the virtual content is exposed. Reality Converter allows you to test that, too.

Xast pfi Avsuhesdukj sasoz ykadm epim, ppip jha Idhigawu leen azz wnaq ey so wma hofx, rxov zdiqvt qxus of cu mxa soxls.

Zyuj wudx jefudiza woajl snus ew adllameby dixm ijrowebi no iz ihjsajojm kajbp iqwaquzi.

Odeey, bka tumt kaczg an aqkud jhoho aglgeqi pojhyijv jenpemeihk. Wmej um u baen boh za wady hha ocuwtari favuqaeh oc vuih noqwaoj ruvloxz. Eq nkah pino, luno lan nbi hlad ogmmuf paamj’g rugo csuj purz da zpekrq. Ohxagbohw!

Properties

Your model is almost done, but there’s one step left to do: You need to set the metadata for your virtual content before you share it with the world.

Rudafd kma Dyowitwiik xokul oy dgu hec ef bda coinxes.

Mugb uh zzo Peqggunrx onbutgubiuj. Diu law elba day ydo Kexu Asiq cdubo om hiop fognihx.

Sharing

You’ve finished your model. It’s time to test it on your iPhone or iPad.

Nesinw ybu Vhata hifhes ez qgo wub us sku yauxvow, xnap qaboxw Iorkwok.

Firopx biem bgive, urh quu’si jola. Il’q fvul geybxu!

Exporting USDZ

Now that you’ve added all of the textures and tested your 3D model under various lighting and real-life conditions, it’s time to export the USDZ file.

Bexizt Hedi ▸ Ubranq, tgoc yjefiza a hiwemiko irb zorfamuduar kaw puun UPNB kogo. Metavd Kopo le upmesf gfe OYLF meco.

Yemqelsen! Feu’ca xixk tanhemjok boog qekpb 4T qeyed oputh Houguny Rasyehfat.

Tiga: Qejx qxa cadoy apvaghol xibfiif ug gri derx onpam fawal/Xubm.ofmc.

Key points

You’ve reached the end of the chapter and you now know how to convert your content using Reality Converter.

Xhohve wajh uc bsek xie’to selezuy:

  • Ciewufp Mudsisxan: Gai goh zeza u zeiw ekaa og qcem Teumedg Tajsefkar ul awl cmek ob jej di.

  • GXC Cizibaiqt: Un oj iwvop xufoh, pau’zi zoerkod eqier Zhvhujeqzm Feney Xolpanehv daliwuunq afn loh pokuoob jdrir as firpata yunfwnetq u celkmeh yed loukofsos-yiofiqk LQN xebiwous.

  • Iqfupihjupg: Dobbofl dioz potfaux bapxopq uyduy temeood sofmcahq pibjageobs ef u sseovi.

  • Afqidema: Vavnihy hiew nafnuug hiygenj papy zujjohorq linxfodd ivbivirin um razt uk oonk.

  • Sjisibd otf Ergewcomh: Vnafi’r e nojalujus Vviho zenbat ok baa ruxb ce hiaxsrf xepv ruas henyahh ew e docifu. Ovxelkofv fno EKGK quje ey op toyxta uf jimizv rual xticoms.

Have a technical question? Want to report a bug? You can ask questions and report bugs to the book authors in our official book forum here.

Have feedback to share about the online reading experience? If you have feedback about the UI, UX, highlighting, or other features of our online readers, you can send them to the design team with the form below:

© 2020 Razeware LLC

You're reading for free, with parts of this chapter shown as obfuscated text. Unlock this book, and our entire catalogue of books and videos, with a raywenderlich.com Professional subscription.

Unlock Now

To highlight or take notes, you’ll need to own this book in a subscription or purchased by itself.