I want to set a MTLTexture
object as the environment map of a scene, as it seems to be possible according to the documentation. I can set the environment map to be a UIImage
with the following code:
let roomImage = UIImage(named: "room")
scene.lightingEnvironment.contents = roomImage
This works and I see the reflection of the image on my metallic objects. I tried converting the image to a MTLTexture
and setting it as the environment map with the following code:
let roomImage = UIImage(named: "room")
let loader = MTKTextureLoader(device: MTLCreateSystemDefaultDevice()!)
let envMap = try? loader.newTexture(cgImage: (roomImage?.cgImage)!, options: nil)
scene.lightingEnvironment.contents = envMap
However this does not work and I end up with a blank environment map with no reflection on my objects.
Also, instead of setting the options
as nil
, I tried setting the MTKTextureLoader.Option.textureUsage
key with every possible value it can get, but that didn't work either.
Edit: You can have a look at the example project in this repo and use it to reproduce this use case.
Using Xcode 13.3.1 on macOS 12.3.1 for iOS 15.4 app.
The trick is, the environment lighting requires a cube texture, not a flat image.
Assets
folder create Cube Texture SetPaste the code:
import ARKit
import MetalKit
class ViewController: UIViewController {
@IBOutlet var sceneView: ARSCNView!
override func viewDidLoad() {
super.viewDidLoad()
let scene = SCNScene()
let imageName = "CubeTextureSet"
let textureLoader = MTKTextureLoader(device: sceneView.device!)
let environmentMap = try! textureLoader.newTexture(name: imageName,
scaleFactor: 2,
bundle: .main,
options: nil)
let daeScene = SCNScene(named: "art.scnassets/testCube.dae")!
let model = daeScene.rootNode.childNode(withName: "polyCube",
recursively: true)!
scene.lightingEnvironment.contents = environmentMap
scene.lightingEnvironment.intensity = 2.5
scene.background.contents = environmentMap
sceneView.scene = scene
sceneView.allowsCameraControl = true
scene.rootNode.addChildNode(model)
}
}
Apply metallic materials to models. Now MTL environment lighting is On.
If you need a procedural skybox texture – use MDLSkyCubeTexture class.
Also, this post may be useful for you.