First of all, very promising software you have developed, congratz and I hope to see rapid development in the coming months!
Now, to my problem/question. I need to wrap partial head/face scans onto pre-made basemeshes. Here’s my workflow:
Basemesh
Partial face scan
Point correspondence
Wrap preview
Node setup
Result
The polygon select node is used to isolate inner mouth part. How could I improve the result? The final result what I’m looking for is something like in your presentation video Wrap3 is Released at 31 second mark. I’d need an output of a nice topology head with my face scan. Must I also isolate the front part of the basemesh like I’m isolating the mouth part? Also I would need to get the texture of the face scan to blend with the texture of the basemesh, can Wrap help me with that process?
During the wrapping process the basemesh vertices tries to fit (to stitch) to a surface of a scan. The polygons on the back of the basemesh do not have a surface to stitch to (there is no scan on the back of the head) so they try to stitch to frontal polygons, to ears, face etc. You need to select those polygons in SelectPolygons node. You need to select a mouth socket as well. When you pass a polygon selection to a wrapping node, those polygons no longer tries to stitch to scan surface. They only tries to stay as less deformed as possible.
The polygon select node is used to isolate inner mouth part.
I think that you are using [b]SelectPolygons[/b] node editor wrong because the mouth socket is stitched to a facial part on your screenshots. You need to select them (make sure that they become red inside the editor).
Please also set SmoothnessFinal parameter of wrapping node to 0.08 or even 0.1 to get more smooth result.
I know this can be pretty easily fixed in photoshop, but is there a way to blend textures of the basemesh and the face scan? The back side of the head is very distorted for obvious reasons- there just isn’t any texture data to project as my scan is just a partial face. But is it possible for the basemesh to have a generic skin texture and then the face texture would be projected onto the face area only? Or is it something that I’d have to fix in photoshop manually?
TransferTexture node has a third input (polygon selection). Projection will be made only for selected polygons (just leave back of the head unselected). After projection you should have back of the head transparent. Then use ExtrapolateImage node to fill those transparent areas (http://www.russian3dscanner.com/docs/Wrap3/Nodes/ExtrapolateImage/ExtrapolateImage.html).
Perfect, thanks! Do you have an idea how I could programmatically generate a texture for the rest of the head? I mean I could make a basic head texturemap and paint over the seams in photoshop, but do you think whether theoretically it would be possible to blend the face texture onto a pre-existing head texture without manual work? http://i.imgur.com/vhvXMHT.jpg
Since all the textures are in the same UV space, I think you can create a default texture and a default blending mask, then blend them with a specific facial texture automatically. I think any compositing software can do that.
Could you please tell me a use-case you want me to demonstrate? Like “I have a 3d scan of a frontal part of a face and I would like to wrap it so that the result contains the back part as well”
I followed the video then used ‘TranferTexture’ and ‘SaveImage’, but ended up with this. I did it with and without ‘taget polygon selection’, but both were bad.
Any ideas, please?