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by bhouston 1053 days ago
Are you sure?

Apple's USDZ viewer didn't support true independent second UV channels and multiple texture transforms per material, rather it makes a bunch of assumptions that are much more restrictive than the USD format.

That is why that example is messed up I understand.

For example these caveats which screw things up tremendously:

https://developer.apple.com/documentation/realitykit/validat...

"RealityKit supports a single UV Set in iOS 15 and macOS 12. In iOS 16 and macOS 13, it supports two."

"RealityKit supports only a single packed texture per material. You can, however, reference multiple scalar channels within a single texture."

"RealityKit supports USD texture scaling except for normal map textures."

"RealityKit supports a single UsdTransform2d per material. If a material contains multiple UsdTransform2D instances, the renderer will use the first one it finds."