workflow to split large meshes

Hi guys

I am working on a large scene across several KMs in the real world. I was wondering on what is the best workflow to “split up” the mesh/point cloud in order to output several individual meshes that exactly fit together each with their own single large texture? Because obviously, the larger the mesh the less detail there will be in the final texture due to texel to cm ratios being too low.

the source data is high resolution (for this test) and I’d like to try and maintain that texel ratio. Any tips on splitting up a large mesh accurately? I assume it will be via the filtering tool, but some advise to avoid hours or trial and error would be appreciated, please.

regards

Andrew

So after a night of compiling I realised that CR splits the mesh into parts, I have 99 now. But what I am looking for is control to export individual parts with its own separate texture? Can you provide steps on how to do this as I can’t select model parts separately to export as a mesh. I need to export them separately so my computer can handle the poly counts.

cheers

Andrew

further to the above comments:

how do I create one texture per Model Part? I have many KMs worth of UAV footage and need to have one texture per model part so the texel resolution isn’t dreadful.

thanks

Andrew

and more issues…

so I am working with a high resolution, UAV based data set with GPS. It is a good set of images.

because of the geographic (area) size of the mesh I set the unwrap style to fixed texel size. I have tried a variety of sizes from the default to 0.5. In EVERY instance CR crashes while computing.

the mesh I created has 99 parts, I want each part to have its own texture. How do I do this without CR crashing again?

I must say that this is getting a more than a bit frustrating, any help will be greatly appreciated.

Andrew,

Real quick as I’m running somewhere: I had to tackle the same issue for simplification as much as texturing for parts of a very large model. I ended up creating reconstruction areas, saving/exporting those reconstruction areas, and then using the filter tool. If you want 10 areas, you’ll need to do this ten times, and you have the reconstruction area import function if you need to step through what you metered out. Texture each area to your liking.

Import all the models in a second program (Meshmixer should do…) and export the model as a whole. It’s a PITA and constitutes a lot of mindless shuffling about, but it works.

Hi Andrew
Single texture per part is not possible for now and it would be a bit problematic regarding GPU RAM usage as the texture would not be optimal.
When you use UNWRAP with FIXED TEXEL DETAIL, just use the OPTIMAL TEXEL VALUE ( shown in the UNWRAP tool ), best if you use 4-8k texture resolution as the 16k are more demanding on PC resources + 4-8k textures use the UV space more efficiently…

thanks for the advice,

I am trying to set up accurate reconstruction regions - is there a way to snap the region to the grid while I draw it so I can make sure the regions/meshes will exactly match up? I can’t find any snap to grid or similar settings.

Andrew

Hi Andrew Seyderhelm

is there a way to snap the region to the grid while I draw it so I can make sure the regions/meshes will exactly match up? I can’t find any snap to grid or similar settings.

go to RECONSTRUCTION->INFO PANEL and use numerical input to move, scale, rotate the RECONSTRUCTION REGION…