SceneKit - light doesn't shine on node with equal categoryBitMask
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In my SCNScene I have ball, a floor plane with custom geometry (to replicate terrain) and one omni light. What I'm trying to do is make it so that the omni light only shines light on the ball and not the floor plane. I have read that I need to adjust each nodes categoryBitMask and have the lights categoryBitMask the same as the object I want it to act upon. However I have not been able to make this work and am very confused as to why... Any help is greatly appreciated, many thanks!!
Note: When I run the below code the light doesn't shine on anything, however when I remove the lights categoryBitMask it shines on both the ball and plane.
Code:
func addBall(ballPosition: SCNVector3)
let ball = SCNSphere(radius: 1)
let ballNode = SCNNode(geometry: ball)
ballNode.position = ballPosition
let ballPhysicsBody = SCNPhysicsBody(type: .dynamic, shape: SCNPhysicsShape(geometry: SCNSphere(radius: 1)))
ballPhysicsBody.categoryBitMask = 00000010
ballNode.physicsBody = ballPhysicsBody
self.rootNode.addChildNode(ballNode)
addLight(referencePosition: ballPosition)
func addLight(referencePosition: SCNVector3)
let omniLight = SCNLight()
omniLight.type = SCNLight.LightType.omni
omniLight.color = UIColor.white
omniLight.intensity = 1000
omniLight.categoryBitMask = 00000010
let lightNode = SCNNode()
lightNode.light = omniLight
lightNode.position = SCNVector3(x: referencePosition.x, y: 15, z: referencePosition.z)
self.rootNode.addChildNode(lightNode)
ios swift scenekit
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up vote
0
down vote
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In my SCNScene I have ball, a floor plane with custom geometry (to replicate terrain) and one omni light. What I'm trying to do is make it so that the omni light only shines light on the ball and not the floor plane. I have read that I need to adjust each nodes categoryBitMask and have the lights categoryBitMask the same as the object I want it to act upon. However I have not been able to make this work and am very confused as to why... Any help is greatly appreciated, many thanks!!
Note: When I run the below code the light doesn't shine on anything, however when I remove the lights categoryBitMask it shines on both the ball and plane.
Code:
func addBall(ballPosition: SCNVector3)
let ball = SCNSphere(radius: 1)
let ballNode = SCNNode(geometry: ball)
ballNode.position = ballPosition
let ballPhysicsBody = SCNPhysicsBody(type: .dynamic, shape: SCNPhysicsShape(geometry: SCNSphere(radius: 1)))
ballPhysicsBody.categoryBitMask = 00000010
ballNode.physicsBody = ballPhysicsBody
self.rootNode.addChildNode(ballNode)
addLight(referencePosition: ballPosition)
func addLight(referencePosition: SCNVector3)
let omniLight = SCNLight()
omniLight.type = SCNLight.LightType.omni
omniLight.color = UIColor.white
omniLight.intensity = 1000
omniLight.categoryBitMask = 00000010
let lightNode = SCNNode()
lightNode.light = omniLight
lightNode.position = SCNVector3(x: referencePosition.x, y: 15, z: referencePosition.z)
self.rootNode.addChildNode(lightNode)
ios swift scenekit
add a comment |
up vote
0
down vote
favorite
up vote
0
down vote
favorite
In my SCNScene I have ball, a floor plane with custom geometry (to replicate terrain) and one omni light. What I'm trying to do is make it so that the omni light only shines light on the ball and not the floor plane. I have read that I need to adjust each nodes categoryBitMask and have the lights categoryBitMask the same as the object I want it to act upon. However I have not been able to make this work and am very confused as to why... Any help is greatly appreciated, many thanks!!
Note: When I run the below code the light doesn't shine on anything, however when I remove the lights categoryBitMask it shines on both the ball and plane.
Code:
func addBall(ballPosition: SCNVector3)
let ball = SCNSphere(radius: 1)
let ballNode = SCNNode(geometry: ball)
ballNode.position = ballPosition
let ballPhysicsBody = SCNPhysicsBody(type: .dynamic, shape: SCNPhysicsShape(geometry: SCNSphere(radius: 1)))
ballPhysicsBody.categoryBitMask = 00000010
ballNode.physicsBody = ballPhysicsBody
self.rootNode.addChildNode(ballNode)
addLight(referencePosition: ballPosition)
func addLight(referencePosition: SCNVector3)
let omniLight = SCNLight()
omniLight.type = SCNLight.LightType.omni
omniLight.color = UIColor.white
omniLight.intensity = 1000
omniLight.categoryBitMask = 00000010
let lightNode = SCNNode()
lightNode.light = omniLight
lightNode.position = SCNVector3(x: referencePosition.x, y: 15, z: referencePosition.z)
self.rootNode.addChildNode(lightNode)
ios swift scenekit
In my SCNScene I have ball, a floor plane with custom geometry (to replicate terrain) and one omni light. What I'm trying to do is make it so that the omni light only shines light on the ball and not the floor plane. I have read that I need to adjust each nodes categoryBitMask and have the lights categoryBitMask the same as the object I want it to act upon. However I have not been able to make this work and am very confused as to why... Any help is greatly appreciated, many thanks!!
Note: When I run the below code the light doesn't shine on anything, however when I remove the lights categoryBitMask it shines on both the ball and plane.
Code:
func addBall(ballPosition: SCNVector3)
let ball = SCNSphere(radius: 1)
let ballNode = SCNNode(geometry: ball)
ballNode.position = ballPosition
let ballPhysicsBody = SCNPhysicsBody(type: .dynamic, shape: SCNPhysicsShape(geometry: SCNSphere(radius: 1)))
ballPhysicsBody.categoryBitMask = 00000010
ballNode.physicsBody = ballPhysicsBody
self.rootNode.addChildNode(ballNode)
addLight(referencePosition: ballPosition)
func addLight(referencePosition: SCNVector3)
let omniLight = SCNLight()
omniLight.type = SCNLight.LightType.omni
omniLight.color = UIColor.white
omniLight.intensity = 1000
omniLight.categoryBitMask = 00000010
let lightNode = SCNNode()
lightNode.light = omniLight
lightNode.position = SCNVector3(x: referencePosition.x, y: 15, z: referencePosition.z)
self.rootNode.addChildNode(lightNode)
ios swift scenekit
ios swift scenekit
asked Nov 11 at 17:09
WH48
1781113
1781113
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