save Texture in .rcproj?

Following the standard Workflow>Start procedure, a nicely textured result appears. I save it as a project, re-open, and the Texturing has gone - just a sparse point cloud. I run Reconstruction>Texture and it’s back.

Is there no way to save the Texture as part of the .rcproj?

You need to select the proper component after loading a project.

Even with the one-button-does-all workflow you may end up with multiple components.

RC by default reconstructs the one with the most images matched.

And that one may not be the first component.

You can select the components on the 1D screen.

Yeah, no problem selecting and viewing the component that has the model, complete with texture. Then I save the project, close, re-open it, again select and view the component that has the model, but the texture’s gone from what’s displayed.

Is there no way to save the Texture as part of the .rcproj?

You may have to enable sweet rendering mode for the component.

you can find that by selecting the 3d view and then Scene up top.

Hey Tom, was that it?

I have been able to duplicate Tom’s results – this is not a matter of (mis)understanding the GUI but something more fundamental.

I find that toggling between textured models, RC can drop the texture and then cache that result.  Even if I clear the cache on exit, the lost texture is persistent on reload as Tom suggests.

RC toggles itself out of ‘sweet’ display when traversing models in the inspector pane, which clouds the issue but is separate from the persistent-across-loading problem Tom notes.

It seems this could be connected to these bug reports in the latest version (1.0.2.3008) around texture failures with a ‘sanity check’ console note.

RC staff were able to duplicate this bug I reported a few days ago, in which RC erroneously generates black textures from its own reconstructed model – not an imported mesh.

Since RC is transitioning to new UV and simplification algorithms, which can clearly affect texturing.  This seems like a classic case of developers having to defend a problem space of the old and new ways of doing things.  That kind of boolean union of defensible space is always a recipe for sneaky bugs.

I’ll post a new thread on what very well could be a related texture issue.

Having read him on another post, I now understand Shadow Tail’s first answer above - thanks, that’s it.

Working through basics, will come onto ‘sweet render’ soon. Kevin’s finding is I think about something else again.