I would like to create a prototype like this one: just using Xcode SceneKit Editor. I found an answer where the room is created programmatically with simple SCNPlane
objects and playing around with the rendering order.
However, I would like to put together something more elaborated like downloading the 3d model of a room and make it accessible only through the portal. I'm trying to achieve the same effect directly in the Xcode's SceneKit editor converting this part:
//a. Create The Left Wall And Set Its Rendering Order To 200 Meaning It Will Be Rendered After Our Masks
let leftWallNode = SCNNode()
let leftWallMainGeometry = SCNPlane(width: 0.5, height: 1)
leftWallNode.geometry = leftWallMainGeometry
leftWallMainGeometry.firstMaterial?.diffuse.contents = UIColor.red
leftWallMainGeometry.firstMaterial?.isDoubleSided = true
leftWallNode.renderingOrder = 200
//b. Create The Left Wall Mask And Set Its Rendering Order To 10 Meaning It Will Be Rendered Before Our Walls
let leftWallMaskNode = SCNNode()
let leftWallMaskGeometry = SCNPlane(width: 0.5, height: 1)
leftWallMaskNode.geometry = leftWallMaskGeometry
leftWallMaskGeometry.firstMaterial?.diffuse.contents = UIColor.blue
leftWallMaskGeometry.firstMaterial?.isDoubleSided = true
leftWallMaskGeometry.firstMaterial?.transparency = 0.0000001
leftWallMaskNode.renderingOrder = 10
leftWallMaskNode.position = SCNVector3(0, 0, 0.001)
into two planes in the editor:
I took care of setting isDoubleSided
and renderingOrder
for both of them and I made the second one transparent (using alpha on the Diffuse Color).
Unfortunately, when displaying in AR, mode it doesn't work. The .scn file is available here.
A virtual world in your example is hidden behind a wall. In order to get a portal like in the presented movie you need a wall opening (where an entrance is), not a plane blocking your 3D objects. The alpha channel of
portal's entrance
should look like right part of the following image:
Also, look at my answers in the SO posts: ARKit hide objects behind walls and ARKit – Rendering a 3D object under an invisible plane for checking how to set up invisible material.
The code might be like this one:
portalPlane.geometry?.materials.first?.colorBufferWriteMask = []
portalPlane.geometry?.materials.first?.readsFromDepthBuffer = true
portalPlane.geometry?.materials.first?.writesToDepthBuffer = true
portalPlane.renderingOrder = -1
And, of course, you can use properties in Material Inspector:
For portal plane the properties are the following: Writes Depth
is true, Reads Depth
is true, Write to Color
is empty, Rendering Order
(in Node Inspector) is -1
.
For 3D objects inside a portal Rendering Order
(in Node Inspector) is greater than 0
.
You can definitely observe a hidden effect
right in Viewport of Xcode.
Now hidden wall masks a bigger part of 3D to show the real street, and you see your 3D environment through portal (wrong result is on the left, right result is on the right part of this picture).
And the next picture shows how 3D wall (in my case it's extruded plane) looks like :
But for
exit
of the portal you just need a 3D object like adoor
(not a wall opening) and thisexit
should look like the left side of presented pictures. The normals of thedoor
must be pointed inside, the normals of thewall
must be pointed outside. The material for both objects is single sided.
Hope this helps.
来源:https://stackoverflow.com/questions/52910190/how-to-create-a-portal-effect-in-arkit-just-using-the-scenekit-editor