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AR lighting setup recommendations

Home Forums WebGL & WebXR Troubleshooting AR lighting setup recommendations

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  • #52263
    xeon
    Customer

    Hi there,
    I am creating an Android and iOS AR experience. For iOS..creating a USDZ switch that is working fine… very limited but it is what it is.

    For Android I was expecting that the lighting I typically use in blender scene would not be needed since the app should use the lighting in the real world room? However when I don’t include lighting I am getting black objects so I am guessing I need some sort of lighting in the scene.

    My question is what sort of light setups are people using? I have tried multiple lights and get errors that prevent the app from running. So far only able to get this to work with a single spot and an HDR environment light.

    What is the best practice?

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    #52287

    Hi,

    since the app should use the lighting in the real world room

    This feature is supported by Three.js/Verge3D, but not exposed in Puzzles. It just didn’t work well, so we decided to skip it for now.

    what sort of light setups are people using

    HDR environment should be sufficient, even without any other light sources

    Chief 3D Verger | LinkedIn | Twitter

    #52301
    xeon
    Customer

    Thank you. Is this on the road map for future implementation?

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

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