Reputation: 65253
I'm using ARKit and SceneKit to render a very simple scene with a sphere hovering above a plane. However no matter what I try, I cannot get shadows to render at all. The sphere is shaded properly from the light, but no shadows are drawn.
Here's my complete ARSCNView
:
import UIKit
import SceneKit
import ARKit
class ViewController: UIViewController, ARSCNViewDelegate {
@IBOutlet var sceneView: ARSCNView!
public var baseNode = SCNNode()
override func viewDidLoad() {
super.viewDidLoad()
sceneView.delegate = self
sceneView.autoenablesDefaultLighting = false
sceneView.automaticallyUpdatesLighting = false
sceneView.rendersCameraGrain = true
sceneView.preferredFramesPerSecond = 0
sceneView.debugOptions = [.showBoundingBoxes]
let scene = SCNScene()
sceneView.scene = scene
self.baseNode = SCNNode()
baseNode.position.z -= 1 // draw in front of viewer at arts
self.sceneView.scene.rootNode.addChildNode(baseNode)
// Plane to catch shadows
let shadowCatcher = SCNNode(geometry: SCNPlane(width: 0.5, height: 0.5))
shadowCatcher.name = "shadow catcher"
shadowCatcher.castsShadow = false
shadowCatcher.renderingOrder = -10
let groundMaterial = SCNMaterial()
groundMaterial.lightingModel = .constant
groundMaterial.isDoubleSided = true
shadowCatcher.geometry!.materials = [groundMaterial]
self.baseNode.addChildNode(shadowCatcher)
// A shere that should cast shadows
let sphere = SCNNode(geometry: SCNSphere(radius: 0.05))
sphere.position = SCNVector3(0, 0, 0.3)
sphere.castsShadow = true
baseNode.addChildNode(sphere)
// The light
let light = SCNLight()
light.type = .spot
light.intensity = 1000
light.castsShadow = true
light.shadowMode = .deferred
light.automaticallyAdjustsShadowProjection = true
light.shadowMapSize = CGSize(width: 2048, height: 2048)
let lightNode = SCNNode()
lightNode.name = "light"
lightNode.light = light
lightNode.position = SCNVector3(0, 0, 2)
lightNode.look(at: SCNVector3(0, 0, 0))
baseNode.addChildNode(lightNode)
}
override func viewWillAppear(_ animated: Bool) {
super.viewWillAppear(animated)
let configuration = ARWorldTrackingConfiguration()
if ARWorldTrackingConfiguration.supportsFrameSemantics(.personSegmentation) {
configuration.frameSemantics.insert(.personSegmentation)
}
sceneView.session.run(configuration)
}
override func viewWillDisappear(_ animated: Bool) {
super.viewWillDisappear(animated)
sceneView.session.pause()
}
}
Why doesn't this render shadows? The same basic scenegraph does render shadows if I use a normal SCNView instead of an ARSCNView
Upvotes: 1
Views: 289
Reputation: 65253
This is caused by enabling the personSegmentation
frame semantic. After removing this, shadows should be rendered properly again:
This took me forever to track down and seems like a bug. I've filed an issue against Apple but unfortunately I am not aware of any workarounds at the moment
Upvotes: 1