| 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." |