AO map not included when auto converting to USDZ #4816
Replies: 2 comments 4 replies
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It certainly sounds like a Quick Look issue - could you attach your GLB and USDZ models and perhaps some screen shots? Hopefully @AdaRoseCannon can take a look. |
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I spent the morning testing this. I created a model in Blender with a test Ambient Occlusion Map I saved it out as USDz using the THREE.js editor. The USDz file appears to have the AO map as expected. It's visible in both finder and preview on my mac. I also tried sending it to my Vision Pro and my iPhone and it worked as expected on both of these. Please can you let me know your iPhone version, and I will look into it, I'm definitely not the expert on Quick Look so filing a bug with Feedback Assistant would probably get the most visibility with the right people. |
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So I have a model that needs AO to look decent but I want to tile the other textures (base,normal,rough).
I add the AO map to the occlusionTexture channel through code and its visible in the 3d viewer and in AR on Android. The problem is that on iOS the map isn't shown in AR, I'm guessing it gets lost during the USDZ auto-conversion.
I tried exporting the model with AO from model-viewer and than tried using that as the original model but again same result.
Also tried importing the exported glb into Blender to see what node it adds for the occlusion texture, exported that model and tried using that as the original and again same result.
I guess I could convert it manually but that doesn't work for me because the model has lots of variations which I change through code and its simply absurd to make all corresponding usdz versions.
Am I missing something or does USDZ conversion just not support AO from gltf? Any help is welcome! :)
EDIT:
I manually converted the model to USDZ and saw that the occlusion texture is present in the usdz, than i placed that usdz in my ios-src and again there was no AO in AR, does that mean this is a QuickLook issue?
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