Simplification and reprojection

Hello!

 

Can somebody tell me the steps required for simplification and reprojecting the textures?

First I simply press Start and let RC do its magic.

Then I click Simplify, and I get a simplified model with very strange textures of course.

How can I reproject the original textures onto the simplified model?

 

Thank you.

you just need to re-run texturing stage.

normally i don’t run that until after the simplify stage.

which makes the start button a bit pointless for me.

Yeah, i never ever used it myself…  :slight_smile:

alice, the weird “textures” you are seeing are actually vertex colous - the texture is lost with the simplification because the geometry changes and therefore the unwrap is useless.

Thank you.

When I click “Texture” again, it does give me textures back, but parts of them are blurry while the vertex colors looks absolutely great.

What am I doing wrong here?

Thank you.

 

Can I send the image set somewhere so that the devs can give me suggestions how to fix this?

have a look at large triangle removal threshold. under unwrap settings. that should fix those blurry parts.

though i also generally find that with rc the texture won’t ever look as good on the low res model as the full high res one. 

 

What chris says!

Chris, that’s interesting what you say about the texture quality with full res compared to a simplified one. I would have thought the opposite is the case since with high detail reconstruction the tris are probably close to the size of the texels. In my imagination it should be better to have larger surfaces with less gutter influence. But I am going to try it out your way. Is that the case also with normal reconstruction or only with high? The reason is probably the same as I speculated in Mike’s thread https://support.capturingreality.com/hc/en-us/community/posts/360000190092-Modo-Users-Looking-for-help-with-UV-workflow-and-Export-Import?page=1#community_comment_360000068531.

How is the time difference of texturing a full resolution mesh as opposed to a simplified one? I always thought a simplified one takes shorter, but I have heard people claim the opposite. How is this in your experience?

Even when I set “Large triangle removal threshold” to “1”, it always switches back to “10”.

That’s probably because 10 is the lowest number. You should set it to 100 or even 1000!  :slight_smile:

If you hover over the name in the menu, you get some info about what it does…

Even 10.000 doesn’t change anything.

The textures are still as blurry as in my screenshot.

Did you texture it again?

Yes, I did.

How much did you simplify? As in what was the original tri count and the one after the simplification?

Is the vertex view (left) the same model as the textured view (right)? Or is the left one the original and the right one the simplified?

Can you upload another screenshot of both models (before and after) but as a wireframe or solid view?

 

How could I show the model as a wireframe or solid view?

I didn’t find the button for that.

When 3D view is active (blue frame) then you can set quite a few settings on the Scene tab (blue).

Is it possible that in your textured model Sweet is not available?

That would be a possible solution for your main issue, in as that you don’t actually see the texture due to memory limitations but only the vertex colours…

Sweet mode is enabled and working.

Here is a comparison between a 1k tris model and a 100k tris model:

https://s9.postimg.org/g5iv9yihr/compare1.png 

The reprojected textures on the 100k model look alright.

Due to the geometry that I’m dealing with, I think even 1k tris is already very high since the blurred texture occurs on an almost flat surface, right?

Specifically, I’m talking about this area:

 

Ah, 1k is extremely low - what was the original tri count and which method did you use (preview - normal - high)?

Also, I meant screenshots in solid and/or vertex mode, where one can see the density of the mesh. A bit larger woud also be practical…  :slight_smile:

Did you see the image that I posted here?

https://s9.postimg.org/g5iv9yihr/compare1.png

When I display the vertex mode for the 1k tris model, it looks like this, is that really you wanted?

 

Here is another one, more close-up.

Oh, sorry - did not check the link!  :open_mouth:

From the view there I can confidently tell you that the 1k model is definitely far too much simplified. If you look at the top left corner of the masonry bit, you can see that the model is slightly chamfered where in reality it is more or less 90°. Also, the recess of the plaster is not at all shaped as it should be. The reason for the blurriness is that RC is trying to project the texture from the images onto a surface that does not exist like that in reality. From different angles you get different colours, hence the blurriness. If you definitely need such a low poly count, then you need to use external tools to recreate the geometry as closely to the original as possible.