Texture crisis -- a plea for workarounds

Thanks, really curious how close this gets in the seam. I’ll post some snips from UE4 to show results. 

About it being a bug, yes and no. If humans doing the best we can to mitigate the challenge posed by the data deliver acceptable results, then yes, RC should also be able to support a solution to the bug. But, given the issue with either too few tie points in the image or not where you need them to connect two very different/adjoining chambers, it’s also fair to say any SFM solution has its limits. I do believe the human solution here may point to a strategy for CR coders. Since RC was able to deal with the challenging data to deliver a mesh in Preview, it should be able to isolate, as I did, which images fall to either side of the divide where the math becomes too challenging, solve separately for each before then producing the combined result. That is, if I’m able to reconstruct each separately while maintaining the same scale and coordinate system from a common component, then bringing these together later, why can’t RC do something similar. If it can present other anomalies, like a step in a plane where groups of related cameras aren’t tied in with other groups, that’s in essence the same behavior I’m suggesting inviting here, bring the two sides of this divide together the best you can, let us deal with cleaning badness in the less than perfect seam.