Hi,
Is there a tutorial for transferring textures?
I have the basic setup but not sure how to actually execute the actual transfer function.
~Ozan
Hi,
Is there a tutorial for transferring textures?
I have the basic setup but not sure how to actually execute the actual transfer function.
~Ozan
Hello Ozan,
There is a tutorial from the time we had private beta that covers texture projection. I think you need to be logged in vimeo to see it.
[vimeo]https://vimeo.com/176161474[/vimeo]
https://vimeo.com/176161474/d238ee7867
I hope it will be useful for you!
Hey,
Do you also have part 2 and 3 available? ![]()
Cheers
Hey, sure. All the videos except the one I’ve sent to you are available here:
http://www.russian3dscanner.com/wrap3-tutorials
The second part is called Wrapping, and the third one is Batch Wrapping
How do you “link” the texture with the obj file?
I save the texture and the mesh but If I open the obj file with meshlab for example the texture is not loaded.
Probably Meshlab needs *.mtl file that links the OBJ file and the texture. Unfortunately for now Wrap does not produce *.mtl file during export. As a workaround you can use 3DsMax/Maya/ZBrush or any editor to export OBJ file along with MTL file. You just load geometry, apply texture to it and export it as OBJ.
Wrap however preserves a link to MTL file (if there is any) inside OBJ file so sometimes you can re-use existing MTL files.
Yup, that was it, thanks
based on test, using 8K textures from agis software, transfering texture onto base model ( alex after fitting ) does not seem to work somehow.
No error and simply hang long time ( more than ~ 1hours ) but had to kill the application. the progress bar is stuck on the first place not sure why, since there were no output
information about it. Tested with smaller texture down ( 2k, 4k ) does the same thing, not sure why it happens any idea? BTW, the basis model the software comes with, we merge the pieces of polymesh into one to cleanup UV on maya before using as base model, is it bad thing to do? ) any leads will be greatly appreciated.
Thanks in advance
Thats most likely a bug. I will greatly appreciate if you can send me a model and a texture example in PM.
One possible reason is that current implementation of texture transfer has an issue with models of variable polygonal density. For example RC tends to fill holes with large triangles, while the rest of the scan consists of small triangles. This situation greatly slows down the algorithm. We will fix it in next release. As a work-around removing big triangles makes it work faster.
BTW, the basis model the software comes with, we merge the pieces of polymesh into one to cleanup UV on maya before using as base model, is it bad thing to do?
The basemeshes that comes with wrap are all continuous meshes. When you import it into Maya in Import dialog select Files of type to OBJ and check File Type Specific Options > Single Object checkbox. If it is set to Multiple Objects, Maya interprets polygroups incorrectly and splits the mesh into pieces.
Thanks for confirmation and additional info. Yes, based on your explanation, it seems to be the case, since I decimate the scanned mesh with ~100,000 faces seems to be resolve the issue but speed of computation not seems to be optimal. I will try it out the suggestion to remove the big one to become smaller to close to rest of them.
Particular the bottom of scanned tend to become larger.
Sorry again, hopefully we will fix it in next release!
Can I transfer a texture from a model with multiple (overlapping) UV maps?
Unfortunately no, for now we only support single texture per object
How does your texture transfer algorithm work? Is it based on a particular paper/algorithm?
It’s a very naive approach based on standard ray-tracing. For each pixel of a basemesh texture it shoots two rays (one along normal and the other in opposite direction). Among all the intersections with target mesh it takes the one with the smallest ray length. It also filters intersection in such a way that normal directions on source and target meshes match.