Gohstneuromancy #79224
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Milestone 1: Basic, Local Asset Browser
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Unbreak Now!
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Reference: blender/blender#79224
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NSColor(displayP3Red: 1.0, green: 0.0, blue: 0.0, alpha: 1.0)
UIColor(displayP3Red: 1.0, green: 0.0, blue: 0.0, alpha: 1.0)
NSColor(red: 1.1, green: -.25, blue: 0.0, alpha: 1.0)
UIColor(red: 1.1, green: -.25, blue: 0.0, alpha:
Drawing with Wide Color
// Cocoa
import Cocoa
let size = (width: 250, height: 250)
let image = (size: size, flipped: false) { drawRect -> Bool in
let rects = drawRect.divide(drawRect.size.width/2, fromEdge: .minXEdge) (displayP3Red: 1.0, green: 0.0, blue: 0.0, alpha: 1.0).set()
NSBezierPath
CGSize
NSImage
NSColor
(rect: rects.slice).fill()
(red: 1.0, green: 0.0, blue: 0.0, alpha: 1.0).set() (rect: rects.remainder).fill()
true
NSColor
NSBezierPath
return
Changed status from 'Needs Triage' to: 'Confirmed'
Added subscriber: @Merdeeb
: 1.0, blue: 0.75, alpha: 1) Display P3 let colorB = NSColor(srgbRed: 0.5, green: 1.0, blue: 0.75, alpha: 1) sRGB
Metal Shading Language shader modifier linear extended sRGB components for sRGB(0.5, 1.0, 0.75) _surface.diffuse.rgb += float3(0.235514164, 1.03112769, 0.523271978)
Graphics and Games
WWDC16
Advances in SceneKit Rendering
Session 609
Amaury Balliet SceneKit Engineer Jean-Baptiste Bégué SceneKit Engineer Sébastien Métrot SceneKit Engineer Nick Porcino Model I/O Engineer
© 2016 Apple Inc. All rights reserved. Redistribution or public display not permitted without written permission from Apple.
Agenda
SceneKit in a Nutshell Rendering Advances Demo
Behind the Demo Camera Effects Model I/O
SceneKit
In a nutshell
Amaury Balliet SceneKit Engineer
SceneKit
SceneKit
SceneKit
SceneKit
SceneKit
Thank you!
1408 x 792
SceneKit
watchOS 3
SceneKit is now available everywhere
Great opportunity to make attractive apps New interactions with content on your wrist
SceneKit
watchOS 3
SceneKit is now available everywhere
Great opportunity to make attractive apps New interactions with content on your wrist
Mission
Friday 3:00PM
SceneKit
watchOS 3
SceneKit is now available everywhere
Great opportunity to make attractive apps New interactions with content on your wrist
Mission
Friday 3:00PM
SceneKit
What’s New in SceneKit What’s New in SceneKit Enhancements to SceneKit
WWDC 2013 WWDC 2014 WWDC 2015
Advances in SceneKit Rendering
Physically based rendering
Physically based rendering in the hands of everyone.
Advances in SceneKit Rendering
Biggest leap forward since SceneKit’s introduction
Latest advances in 3D graphics
Modern technologies
Accurate rendering
Physically based materials and lighting
•
•
Accurate Rendering
Linear Rendering and Color Management
Linear rendering
Linear Rendering and Color Management
Linear rendering
Linear Rendering and Color Management
Linear rendering
Linear Rendering and Color Management
Linear rendering
Linear Rendering and Color Management
Linear rendering
Linear Rendering and Color Management
Shading in gamma space
Shading
Texture or Framebuffer
Linear Rendering and Color Management
Shading in linear space
Gamma Encoding
Shading
Texture or Framebuffer
Linear Rendering and Color Management
Shading in gamma space
Linear Rendering and Color Management
Shading in linear space
Linear Rendering and Color Management
Linear rendering
Linear Rendering and Color Management
Linear rendering
Essential for physically based shading
Being linear is necessary to get the math right Benefits to all other lighting models
Linear Rendering and Color Management
Color management
Cross-framework effort for color accuracy Fully embraced by SceneKit
Linear Rendering and Color Management
Color management for textures
Automatic color management for images
Textures that represent raw data are supposed to be sRGB
Have a look at texture sets and asset catalogs
Linear Rendering and Color Management
Color management for textures
Automatic color management for images
Textures that represent raw data are supposed to be sRGB
Have a look at texture sets and asset catalogs
Linear Rendering and Color Management
Color management for textures
Automatic color management for images
Textures that represent raw data are supposed to be sRGB
Have a look at texture sets and asset catalogs
Mission
Thursday 1:40PM
Linear Rendering and Color Management
Color management for color objects
Automatic color management for color objects
Color components previously assumed to be sRGB
Be careful with programmatically-generated color objects
Linear Rendering and Color Management
Color management for color objects
Physically Based Materials
public class SCNMaterial {
public var metalness: SCNMaterialProperty { get }
public class SCNMaterial {
public var diffuse: SCNMaterialProperty { get }
public class SCNMaterial {
public var roughness: SCNMaterialProperty { get }
public var diffuse: SCNMaterialProperty { get }
public var metalness: SCNMaterialProperty { get }
public var roughness: SCNMaterialProperty { get }
let material = SCNMaterial() material.lightingModelName = .physicallyBased material.diffuse.contents = "albedo.png" material.metalness.contents = "metalness.png" material.roughness.contents = "roughness.png"
diffuse map
diffuse map, roughness map
diffuse map, roughness map, metalness map
diffuse map
diffuse map, metalness map
diffuse map, metalness map, roughness map
material.metalness.contents = "metalness.png" material.roughness.contents = NSNumber(value: 0.5)
let scene = SCNScene() scene.lightingEnvironment.contents = "outside.exr"
let scene = SCNScene()
let light = SCNLight() light.type = .probe
public class SCNRenderer {
let light = SCNLight()
let light = SCNLight() light.temperature = 5000
public let SCNLightTypeOmni: String // Omnidirectional light
let light = SCNLight()
Diffuse Normal Metalness Roughness
HDR domain
let camera = SCNCamera() camera.wantsHDR = true
camera.wantsExposureAdaptation = true camera.averageGray = 0.5 camera.whitePoint = 0.5 camera.exposureOffset = 2.5 camera.minimumExposure = -20.0 camera.maximumExposure = 10.0
camera.bloomThreshold = 0.5 camera.bloomIntensity = 1.5 camera.bloomBlurRadius = 2.5
camera.vignettingPower = 0.2 camera.vignettingIntensity = 1.2
camera.colorFringeStrength = 0.2 camera.colorFringeIntensity = 0.8
camera.colorGrading = "colorProfile.png"
Added subscriber: @rjg
Changed status from 'Confirmed' to: 'Archived'
I'm not sure if this is supposed to be a patch or a bug report, either way this is not valid report or patch.
If you want to submit a patch, please follow the instructions provided in Blender's Wiki about "Patches and Diffs" .
In case you believe that you've found a bug, please read this guide and submit a new report through*Help > Report a bug// in Blender. Be sure to provide system information (operating system, GPU, driver version), Blender version, a short and precise description of the issue, step by step instructions to reproduce it and, if relevant, a .blend file that showcases the problem.
If you don't want to report a bug, but need help using Blender, please post a question on [Blender's StackExchange ]], https:*blenderartists.org/ , on the https:*blender.chat/home or one of the other [ https:*www.blender.org/community/ | community websites . The bug tracker is not meant for user support.
Also please note that files can be attached by clicking on the upload button as shown in the screenshot below. Please don't post code or log files as a wall of text.
Added subscriber: @WeeKwongBong
this is spam btw