Thanks for the updated link.
I’ve read through that thread in the past, but the new post really clarify the mechanics behind the RC’s texturing!!
Although the above link post says Texture Quality doesn’t exactly mean the quality OF the texture…
I’m only running 16gb ram, so I’m consistently getting out of memory errors no matter what options I play with since I’m working with large interior objects (>1mmTri)
Only solution is reducing the poly count of the model to somewhere that RC wont crash. I still don’t think this is how a software should truly properly work, but RC is still great so I will work around issues…
I’ve tried Maximal and Fixed texel setting on same reconstruction region to see differences.
Fixed Texel with the matching ‘optimal texel size’ input yielded an obvious ~99-100%.
Maximal yielded 110%… lol Good!
However, I knew the selected reconstruction region had high quality imagery source, so maximal texel was expected provide good results…
In other experiments, when I texture a whole large environment, maximal would yield poor results in some part of the model while it could look better with Fixed Texel size…
In practice, I guess I could render everything in Maximal setting, then analyze the model for texture weak points, define that reconstruction region for retexturing in fixed texel style, and finally remerge the higher texture piece…
Annoying workflow though…
I also need help in merging/combining all the submodels of the component in RC.
To work around Out Of Memory error, I create multiple reconstruction regions which yield multiple models and retexturize each individually.
Is there a way to put all the reconstructions back together to one piece or must I use external program? I hear meshlab or Recap is good for this…
What do you guys suggest?
I’m looking for most automatic, seamless workflow.
So i just tried combining 2 mesh .obj regions I exported from RC into Meshlab.
Very easy and straight forward to combine to one mesh.
I reimport combined obj into RC.
But now I have to unwrap and re-texture the large combined mesh but I cant because of the out of memory error like before! lol!
Circular problem for me here… haha
So how I do i preserve and make use of the high res texture created earlier for the new combined mesh?
If i have 15 reconstruction regions, wont this lead to wayyy too many texture files and be a problem in performance for VR?
ahhh man… any suggestions or help plz?