When rendering a scene using environment lighting and the physically based lighting model, I have a need for an object to reflect another object. This raises more questions for me, some of them probably pretty basic (I'm no expert in 3D graphics programming), and some maybe not so dumb:Does "loads resources onto the GPU" mean it is loading the assets into dedicated memroy separate from normal RAM? Or into normal RAM reserved for the GPU? Or into some kind of memory that's actually on the GPU? (This is the dumb question, I bet.)How many assets can be loaded ahead of time in this way?What happens if I try to load more than can fit?If SceneKit uses "a secondary thread to prepare content asynchronously", what happens if I try to access the content before the background loading operation completes? Does my access block or fail?If I can observe the operation with an NSProgress object, then how come these methods do not return NSProgress instances? Or how come the SCNSceneRenderer does not provide an accessor to get return an NSProgress instance?I'd appreciate any insight into these questions, or pointers to WWDC videos, documentation, or third-party books that go into enough detail that they would address these questions.Thanks! You can observe the progress of this operation with the Progress class. SCNScene object, SceneKit loads all geometries and materials associated with the node and all its child nodes, or with the entire node hierarchy of the scene. SCNGeometry object, SceneKit loads all materials attached to the geometry, as well as its vertex data. SCNMaterial object, SceneKit loads any texture images assigned to its material properties. You can call this method on a secondary thread to prepare content asynchronously.SceneKit prepares all content associated with the object parameter you provide. To avoid such issues, use this method to prepare content for drawing before adding it to the scene. This approach uses memory and GPU bandwidth efficiently, but can lead to stutters in an otherwise smooth frame rate when you add large amounts of new content to an animated scene. The best I've found so faris the discussion sections in the API docs for SCNSceneRenderer.prepare(_:withCompletionHandler: ) and SCNSceneRenderer.prepare(_:shouldAbortBlock: ).Both of these methods have discussion sections that say the following:By default, SceneKit lazily loads resources onto the GPU for rendering. ParticleMat.Hi,I'm trying to understand what SceneKit does to load assets - when it loads them, where it loads them, etc.I cannot find detailed documentation on this but maybe I'm looking in the wrong place. Add the particle "Default-Particle" Texture to the material Find the default "Default-Particle" Textureįoreach (Texture pText in Resources.FindObjectsOfTypeAll()) Material particleMat = new Material(particleShder) Shader particleShder = Shader.Find("Particles/Alpha Blended Premultiply") Ps.GetComponent().material = createParticleMaterial() Assign material to the particle renderer ParticleSystem ps = psObj.AddComponent() GameObject psObj = new GameObject("Particle System") Create GameObject to hold the Particle System If you need to create Particle System from code then do what I said in method #1 but via script. The simple solution is to delete your current particle GameObject, create new one by going to GameObject -> Effects -> Particle System instead of the method described in #1. If you create your Particle System with method #2, Unity will create new GameObject, attach a Particle System and also a material to it.Īlways create your material by going to GameObject -> Effects -> Particle System. You can also just use the "Default-Material" for the Particle System but you can't modify it.Ģ.Create particle by going to GameObject -> Effects -> Particle System. You will have to create a new Material, change the shader to "Particles/Alpha Blended Premultiply" and use the "Default-Particle" as the texture to make the particle look like the default material. If you create your Particle System with method #1, Unity will not attach material to the Particle System therefore making it to be pink. This is how you created your current Particle System. There are two ways to create Particle System:ġ.Create empty GameObject, select it then go to Component -> Effects and add the Particle System component to that empty GameObject. The problem is a missing material due to how you created the particle.
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