Hello, I have a question which I was not able to find any answer to till now. Hope the community can help. I have developed a large model on Reality capture and I am now exporting it in split parts by changing the reconstruction area at each iteration. THe problem is that, when I export the model I get a png texture which is still including the overall dimension of the scene and not only the part I rebuilt. This results in a blurred tecture for the model section. Is there a way to create a texture only for the part I rebuilt and export it accordingly?
Thanks
Hi @skater9113,
the model is already textured textured (before splitting it)?
What you can try is to unwrap each part separately and then reproject the texture on those parts.
Or you can texture the model parts after splitting.
Or you can try this workflow: Processing of the Habitat 67 Sample in RealityCapture | Tutorial
Hello @OndrejTrhan I have a large model which I am processing with a script I created starting from the available templates.
These are the followed steps:
- Launch the script and divide the region in a certain number of parts ( Is it true that the smaller the reconstruction region the more accurate the texture?)
- Run the following commands for each divided region: selectMaximalComponent, setReconstructionRegion "Path to the folder with the regions ^
-calculateNormalModel ^
-selectTrianglesOutsideReconReg^
-removeSelectedTriangles^
-calculateTexture ^
-renameSelectedModel %ABC% ^
-selectModel %ABC% ^
-exportModel %ABC% %Model% ^
-deleteSelectedModel
By so doing, when I get the exported model in FBX or OBJ format, I also get a texture png that looks like this:
Basically it takes anyways the whole map region and it only shows the texture for the area I have considered. By so doing, however, the texture has a very low quality because the region is extended. What I am trying to understand is if I can export a PNG texture which is as big as the reconstruction area only so I don’t lose quality in the final result. I’m importing everything in Unreal.
I have followed the tutorial you suggested but it does not specify the output PNG file for the texture.
I think the texture quality more depends on the used texture settings. What are your texture and unwrap settings used there (mainly texture resolution)? This seems like unnecessary high resolution is used.
Also, if you have set the reconstruction region and the model is created, why are you using the selection of the triangles outside of the region? I suppose there shouldn’t be any.
Regarding the PNG, you need to use the params.xml file in the -exportModel command, where it will be set.
For the texture settings I am suing the default ones with 16kx16k resolution.
This is the result of the reconstruction and texturing of the full region.
The problem is that it is too complex and texture file is too big so when I import it in UE (UEFN in this case), the texture is all blurred and the model loses quality. This is why I was trying to do it with split regions. Which texture settings shall be used in this case? Shall I use the same approache described in the tutorial you shared in the previous answer?
Thanks
@OndrejTrhan I tried to use the recommended settings from the tutorial you provided on one section of the model and, indeed, if I export the texture as a 24-bit JPG file 1024x1024 res I get what I’m looking for.
However, the quality between the model in RC and UEFN is still different and gets poorer in the second one. In the picture below you see the result in RC on the left and the one in UEFN on the right.
Is this due to UEFN limitations or am I missing something in the RC processing?
Thanks
How does the model look in some other mesh viewer?
It could be related to this: My Model Looks Great in RealityCapture, but Bad in My 3D Program | Tutorial