Reputation: 2936
I am creating an SK3DNode
inside an SKScene
:
let ball: SK3DNode = {
let scnScene = SCNScene()
let ballGeometry = SCNSphere(radius: 200)
let ballNode = SCNNode(geometry: ballGeometry)
ballNode.position = SCNVector3(0, 0, 0)
let material = SCNMaterial()
material.diffuse.contents = UIImage(named: "wall")
ballGeometry.materials = [material]
let light = SCNLight()
light.type = .omni
light.color = UIColor.white
let lightNode = SCNNode()
lightNode.light = light
scnScene.rootNode.addChildNode(ballNode)
scnScene.rootNode.addChildNode(lightNode)
let node = SK3DNode(viewportSize: CGSize(width: 1000, height: 1000))
node.scnScene = scnScene
node.autoenablesDefaultLighting = false
return node
}()
However, the sphere renders black. Tried it with or without the material. Is there something I am missing?
Upvotes: 1
Views: 79
Reputation: 13462
The sphere is manually placed at (0, 0, 0)
and so is the light (default value). This means that the light is placed inside the sphere. This means that the surface of the sphere is facing away from the light source and thus isn't lit.
Upvotes: 1