Martin
0
WWDC 2018: USDZ file format
I'm not sure what I should think about the USDZ file format yet. Especially since it mainly is a zipped USD file which already exists since quite some time. USD is a scene file format which was intended for big Hollywood productions. So on first sight that file formats seems to be total overkill for something as simple as AR.
But now to the good informations. USDZ will be accessible via the SceneKit and Model I/O frameworks. So I can use these frameworks to import / export USDZ files. That makes things much easier. Especially since Cheetah3D already has a SceneKit file loader.
The fact that USDZ uses PBR metalness/roughness shaders also fits very well into my current development of the upcoming PBR shader support in Cheetah3D 7.3.
So supporting USDZ shouldn't be too difficult. Now I just have to find some time to start work on it. That's actually the most difficult part. :wink:
P.S. There is one thing that actually made me pretty angry about Apples USDZ plans. And that is the fact that Apple informed big companies like Adobe much in advance about their USDZ plans while indie developers like me have to watch the keynote to hear about them. But that's Apple, nepotism at it's best.
Update (June 28.): Please also see the following posting
https://www.cheetah3d.com/forum/showpost.php?p=112592&postcount=12
I'm not sure what I should think about the USDZ file format yet. Especially since it mainly is a zipped USD file which already exists since quite some time. USD is a scene file format which was intended for big Hollywood productions. So on first sight that file formats seems to be total overkill for something as simple as AR.
But now to the good informations. USDZ will be accessible via the SceneKit and Model I/O frameworks. So I can use these frameworks to import / export USDZ files. That makes things much easier. Especially since Cheetah3D already has a SceneKit file loader.
The fact that USDZ uses PBR metalness/roughness shaders also fits very well into my current development of the upcoming PBR shader support in Cheetah3D 7.3.
So supporting USDZ shouldn't be too difficult. Now I just have to find some time to start work on it. That's actually the most difficult part. :wink:
P.S. There is one thing that actually made me pretty angry about Apples USDZ plans. And that is the fact that Apple informed big companies like Adobe much in advance about their USDZ plans while indie developers like me have to watch the keynote to hear about them. But that's Apple, nepotism at it's best.
Update (June 28.): Please also see the following posting
https://www.cheetah3d.com/forum/showpost.php?p=112592&postcount=12
Attachments
Last edited: