more triangles


TLDR: MeshResource.contents, three passes, one PostProcessEffect 1. Rasterize the selected mesh into an offscreen R8Unorm silhouette mask 2. Dilate the mask into a pixel-wide edge ring, suppressing the interior 3. Composite the outline color over the source frame One of the most commonly requested affordances when dealing with 3d
This latest wave of fixture work extended the reverse-engineering effort across Reality Composer Pro’s built-in components. Now it's documented and implemented more fixture-backed components across Deconstructed and Uncannyuse, including Environment Lighting Configuration, Grounding Shadow, Image Based Light, Image Based Light Receiver, Virtual Environment Probe, Reverb, and the
The previous inspector series parts explored attributes that map cleanly to USD: transforms, material bindings, and variant sets. Components are different. One might expect that RCP's component inspector would just show RealityKit components attached to entities—the same components you'd add in code at runtime. But
The next level of functionality in the RCP inspector offers deeper control over model linking, looks, and variations Bindings In OpenUSD, the terminology "Binding" comes from the UsdShadeMaterialBindingAPI. Unlike traditional formats where a material is simply a property of a mesh, USD treats materials as independent prims that