Tutorials

1.2 Setting Background Lighting

Play Video

Description

Use default or environment lighting on your loaded scene.

Transcript

Jetset uses Apple’s RealityKit API to render the real time 3D CG content that is integrated with the live action composite.

RealityKit is designed to always use an AI-generated HDRI spherical map of the surroundings to light the scene, which is continually updated as the user looks around an environment.

It actually doesn’t support any normal CG lights — if they are in the USDZ scene, they are ignored. This makes sense, as it’s designed to be an AR rendering system.

You can see the map reflected in a chrome sphere at eye level by selecting Menu-Background->Toggle Sphere

Let’s see how that works in practice with a CG model.

When our background/HDRI setting is set to Camera, that’s exactly how it behaves. Lighting comes from the spherical map (visible by toggling on the chrome sphere in the Live tab), and anything not covered by CG is from the live action camera.

However, there are situations where the live action camera background and lighting is not what you want. In this case, select None

None — uses a black background, and disables the active lighting of the scene.

This way, if a user has baked their textures into emissive shaders, selecting None should remove the lighting influence from the scene, so the textures display more or less the same way they did in Blender.

However, if the user model is not using emissive textures, selecting None will cause the CG model to be unlit, and almost completely dark.

We added a very small amount of ambient light to the None case, so that the user can see that a model was loaded.

Jetset uses Apple’s RealityKit API to render the real time 3D CG content that is integrated with the live action composite. RealityKit is designed to always use an AI-generated HDRI spherical map of the surroundings to light the scene, which is continually updated as the user looks around an environment. It actually doesn’t support any normal CG lights — if they are in the USDZ scene, they are ignored. This makes sense, as it’s designed to be an AR rendering system. You can see the map reflected in a chrome sphere at eye level by selecting Menu-Background->Toggle Sphere Let’s see how that works in practice with a CG model. When our background/HDRI setting is set to Camera, that’s exactly how it behaves. Lighting comes from the spherical map (visible by toggling on the chrome sphere in the Live tab), and anything not covered by CG is from the live action camera. However, there are situations where the live action camera background and lighting is not what you want. In this case, select None None — uses a black background, and disables the active lighting of the scene. This way, if a user has baked their textures into emissive shaders, selecting None should remove the lighting influence from the scene, so the textures display more or less the same way they did in Blender. However, if the user model is not using emissive textures, selecting None will cause the CG model to be unlit, and almost completely dark. We added a very small amount of ambient light to the None case, so that the user can see that a model was loaded.