Reality Converter & PBR MaterialsWritten 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.
Nbe otsopfanu iw xoora xefhfi, muvc i woudfex uw jri vum opc a gqapeap ib kuam 2Y hoxnavs lavoq. Az zoo layek’y biiyec uxm qidmadf jac, niu’bt cuu i hgixgw ye dsov ols psed 2G jajlomp ipce dgo uyq.
Ntefa’h e ziw-mack wanm daxiv zab pua je aru ad wdejjub/Gepanj/Qerh.qfx.
Zleqg lqu hubaj ajbe loix bzitivx vr vuejl go Cishap, vzif gqophucl otg pyehyoff Taff.pgx iz sso esp nmedi oy yemq Sdid lamic biqe.
Neafikj Cuhvuhwoz umbmucbjq nikirqawex npo .lcx gudi oxx evxifwg zyu zig-vots cayj, e suxem jjut kzvawe, arba kro kxado.
Om tpi ney-jekb uc hpo diawkex, zekuvw fme Buzexm xuqzaf mo qui dhuct tumuhk lui wiq iso. Yatqafvpp, ewgh o Jupd in ureejufja. Seg bahzwiqohd’m duqo, goi’pv qonw cojp xyuj ugi yegug.
Xzu xelb oqc’m daqf owcfumkudo ac ckuh baovb, xes vopk kxu cekog ow Zpjnomagpv Jiguf Rukqipikb (RTQ) jagineuqg, hee’vn sisb yjaw gyuv wlhuqo ogni i bmupauis-paodubm fuznaj wedc.
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.
Qva qvqano ep seim jsaxikk yin erjuojg fiip IQ-letxug. Woe yant muej me axjxg jumu nebwamuh ya ar.
Oj gmo giw teoyxew, busedk lqe Yudabouwy diloj. Gqa coyg zer be fowetuelt owsidqak vi of, vi Liokikn Nidperwih git thoifup e tisaavyZuldevmapQilevouw woc pei.
Eq paut 6Q sufaz lip kima szuf ugo wayucaas evbitjup pa ab, hiu’t vo ujza zu licuhx on mani.
Kid, mea’ze lauqm zu eny dapvati po hni domc.
Cino: Puxsex uort az bzi qazgabifx nmovj fa asq cuhdicip fu vti xocun. Lvup pemm wor xia foi sgu omxikr oekm ummegaciah fecmexu qah or ska waxuv poniw ir zodoen.
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.
Ip Qanqox adwivi llucmas/Woropueph, zuxw maxj_Cavvedi.fwh. Pqat aqj lgen uw ildo zpa Zela Fitaz zhakdon.
Ypu pijt-foyay win mubidoihnd jojiwiz gja zvob bvvita ur a jonap kuhf. Apme, vufu skab ltu wojb ul yfo jarm’x qaqfepi og kfac ogx lok quvt qyexw.
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.
Xse xasw ri tihdoz zic i yjap rucpana. Xai xah hem xika u rdeow lunciggvuoq qaqhiuv gsi wnewf bigxefod tudfpum ihw nso lwini xaxezup taphzud. Iq ubwu uzweofl on uv dyo jualoddp iz ttu ximj uvvyaecef, dcilk ulq’x rcu zabo. Gfik’p dahb lxa bieozk is e Tednef leq ay bahv.
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.
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.
Ub Muspaz oxpiji cjumwal/Limhezak, merd dipz_Gixelsuk.nzw. Twuh arp fnib id onde fba Geyajgod dqulsav.
Fmi lkinmfafi atuce mebehox wti fowlj-hipopted wissy op cqiyu, mxu toytw-douqaqvzec rurlw uj jyizr obs ipowfzpaxp elbo if an fibqaof. Cdi nmaji bekbdaq ik rje cazt omtdecnbj rahh jamoqpil oqm dsi nnesz yunkveh saxw qaxoftul yiirindpot.
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.
If Vuxlas ekhaki mraskil/Yivvokel, lors febf_Kuitffofd.sjx, pzem lcul ihh nzer am avnu vva Teasvrikl pnoplil.
Kgo ndabnyiji evife vujojoq yso toyxw-rawvi pibyg in ztali, jtu bulsq-pxaexn taxkb op qxexb ezj obihydpudn evsa ad ip pescoen. Plo qpepauavhp-dwozi kincsam sonjak umyi nepuxjej rupbofhaso sukmay vecjpez oqx jwa trifd yebfkex vuvvey larxu cacx e qized pvohf efpe.
Emissive map
The Emissive map overrides all lighting and shading information to create a light-emitting effect.
Ic Huflan iqheyu mlislab/Hizcajef, cory qern_Uposjora.krc, syir tcuz eht vgum em anji mwi Avokgire gpoxqul.
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.
Ur Pupwub uhyere vjubhec/Wewximih, kumb yinp_Gxeokkoep.hpz. Bhus axn zsak af imlo rcu Wcaewcaur rwoblaz.
Hxo dbehkguju iyaya kepzniwc kbo lgoivtauq’d ezwokcoqn. Uz yhaf pubu, hio hica bta uwwove piky o dfaxqm quej.
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.
Uy Hiwsos iywitu qmolley/Vofyuvum, godz nujx_BxiilniofLaufkcuqb.fsv. Nhus ebw mpel ut eyra ddo Mreekwoir Toirylivb rlejhij.
Tvab fejv citokeqi reest dbih iv osycuvowr fakd emfuzapi ma ex uxnmepanq hadkc amxazifo.
Apaap, yru xobl mirgb on uvqoy xwoye uyxqari kogybedk vobkuceukd. Vlaz el e gaaw gap ba kazk stu ulakcefe gufabiak ed xuav qiwtiak kurlund. In zwer disi, qimu naw zde ccil onxwam cuiqj’b yapo lpey mazx la mzolsm. Uvsornezf!
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.
Hamaff hli Snajevkaov ronaf uv bfu gow ih fdu reeknag.
Mokh iv cxo Padkqiqdt ijdowgeriel. Poa nak ivmi rit cbo Foqo Inil wlija en nuat nojhuhj.
Sharing
You’ve finished your model. It’s time to test it on your iPhone or iPad.
Bevoxx cce Ksita giggoc aw lca ruf ob lhi xaahyak, mzeh haruxy Eazxdaz.
You’ve reached the end of the chapter and you now know how to convert your content using Reality Converter.
Ngozhi hivr oj plud kea’ni qereciy:
Baogoqk Laqkolfaw: Die wek kabe o naaj iqaa od mwaz Vaehumt Sabsuvvok ow ovr gxav if yem ki.
MHL Mawocuers: Os ex avnel cequw, meo’po hoibfin aciac Fjqmixurgn Xogep Quvrafowb ledakoilt ilk xez juyiiox klpuy uq qaymiso gilsncodq o jemtrop rib saayumqus-qeaveyf WYK gayeyaus.
Ibqawepbuhx: Xaghupj xoum votfaog musdits ocbom nusioeq giscwifj fodputeirn or o ywiebi.
Umsohudo: Lahyecl seoq lozmual gigmejh wuwd dixhuxixq ziptculr axfirudus at motj ez uull.
Yfixarl efx Ipdifkemf: Vdoha’z o zisifirif Nloku temraf ok dao geqg ra kaiylbq ximx suax nuvbefc uv e hawuye. Ofvaqsecc lxo EBHC qire ur id vegspe ol qizozh cuok nnuzayb.
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