Texture Transfer Blank

Hello again Wrap3 Forums.

Thanks for all the help so far, I’ve encountered another problem that I have no idea how to fix ^.^

I’m trying to texture transfer from scan data to a re-top, however, the viewport2D shows nothing on both the texturetransfer node and the extrapolateimage node.


Any Ideas?

Thanks!

Hey,

One version is that 16Kx16K texture is too big to fit into graphics card memory. Does it work with say 1024x1024? Does it display progress line when computing texture transfer?

It progresses with the texturetransfer bar. I’ll try 8096 and 1024 now :slight_smile:

Still no luck. Also added a selectpolygon node and selected the entire mesh.

http://i.imgur.com/TaD4oHw.png

Found out that Zbrush wasn’t exporting my UV’s..! Ran into a new issue though, the textures are being projected in a really weird way, any idea?
http://i.imgur.com/arCVjbf.png

Ah, I see. It looks like the basemesh has overlaping UVs, for example both hands are located in the same place on UVs, i.e. pixels from left and right hand on scan will try to project onto the same pixel on the basemesh UV. In order to project texture from scan you need to have non-overlapping UVs.

Hey Andrew and thanks for the help.

The model doesn’t have overlapping UV’s.

Perhaps the model needs ‘Wrapping’ even though the model is already a decent retop?

Not too sure what else it could be…

Any Ideas?

Please make sure the limit distance checkbox of TransferTexture node is not checked. I it doesn’t, the only option is that the geometry has overlapping UVs or multiple UDIMs. You can send me the models via PM so that i could figure out the problem myself.

Thanks Andrew, I’ll give it a look and if it’s still broken I’ll PM you :slight_smile:

Wrapped the Lowpoly to the scan data and now it’s working!

Ah, great to hear that!

PM’d you a download link!

Thanks! Let me check it and come back to you soon!

I’ve found the problem. Wrap expects models of centimeter scale, while your model is in meter scale (i.e. it’s very small). In general it’s ok, but Wrap 3.2 has a bug so that ray tracing on small models provides incorrect results.

This bug is already fixed and the fix will be included in release of Wrap3.3 Until then the workaround it to upscale both the scan and the basemesh by a factor of 100 and save them to OBJ, then load the OBJ again and do projection.

There’s another bug in Wrap3.2 that make texture projection VERY slow when the model contains irregular polygon size, for example at the bottom of your model there are a lot of big polygons that fullfill the holes. To make texture projection faster it’s better to delete the polygons beforehand. This problem also will be fixed in upcoming release of Wrap3.3.

Unfortunately those two bugs make texture projection very painful for now.

Apart from that, I would suggest another method that I personally prefer and that provides much better quality.
Instead of projecting texture from scan I suggest importing the wrapped mesh back to your photogrammetry software and re-project textures from original photos. Both RC or Photoscan supports this feature.

Hope that helps. Sorry about that. I will let you know as soon as we release Wrap3.3 with those bugs being fixed!

Thanks Andrew, incredibly helpful as always.