SCNLightingModelPhysicallyBased
is a new lighting model introduced with iOS 10. When you use it, you don't have to place lights in a SceneKit scene, you can use environmental lighting instead. You can try it with this open source project.
It works great on my iPhone 6 plus running iOS 10. However, it doesn't work on my Apple Watch with watchOS 3. I believe this is because the watch runs the OpenGL rendering API rather than the Metal rendering API.
There seems to be no way to force the watch to use the Metal rendering API on a WKInterfaceSCNScene
.
The documentation for SCNLightingModelPhysicallyBased says that it is supported in watchOS 3.
How can I get the watch to run Metal rendering?