Texturing¶
Description
Texturing creates UVs and projects the textures change quality and size/ file type of texture
MVS Configuration file |
…/mvs.ini |
Input Dense Reconstruction |
Path to the dense reconstruction result (mesh with per vertex visibility) |
Other Input Mesh |
Optional input mesh to texture. By default, it will texture the result of the reconstruction. |
Texture Side |
Output texture size 1024, 2048, 4096, 8192, 16384 |
Texture Downscale |
Texture downscale factor1, 2, 4, 8 |
Texture File Type |
Texture File Type ‘jpg’, ‘png’, ‘tiff’, ‘exr’ |
Unwrap Method |
Method to unwrap input mesh if it does not have UV coordinates Basic (> 600k faces) fast and simple. Can generate multiple atlases LSCM (<= 600k faces): optimize space. Generates one atlas ABF (<= 300k faces): optimize space and stretch. Generates one atlas |
Fill Holes |
Fill Texture holes with plausible values True/False |
Padding |
Texture edge padding size in pixel (0-100) |
Max Nb of Images For Fusion |
Max number of images to combine to create the final texture (0-10) |
Best Score Threshold |
0.0 to disable filtering based on threshold to relative best score (0.0-1.0) |
Angle Hard Threshold |
0.0 to disable angle hard threshold filtering (0.0, 180.0) |
Force Visible By All Vertices |
Triangle visibility is based on the union of vertices visiblity.True/False |
Flip Normals |
Option to flip face normals. It can be needed as it depends on the vertices order in triangles and the convention change from one software to another. |
Visibility Remapping Method |
Method to remap visibilities from the reconstruction to the input mesh (Pull, Push, PullPush). |
Verbose Level |
verbosity level (fatal, error, warning, info, debug, trace). |
Output Folder |
Folder for output mesh: OBJ, material and texture files. |
Output Mesh |
Folder for output mesh: OBJ, material and texture files. internalFolder + ‘texturedMesh.obj |
Output Material |
Folder for output mesh: OBJ, material and texture files. internalFolder + ‘texturedMesh.mtl |
Output Textures |
Folder for output mesh: OBJ, material and texture files. internalFolder + ‘texture_*.png |
About:
Texture Downscale
Downscaling to 4 or 8 will reduce the texture quality but speed up the computation time.
Set Texture Downscale to 1 instead of 2 to get the maximum possible resolution with the resolution of your images.
Best Score Threshold
This parameter is a contraint to limit the number of source images we use in the color fusion. It is not related to the number of output texture files. There is no such parameter, the only thing you can do is to increase the image resolution.
Unwrap Method
If you decimate your mesh to a reasonable size, you can also change the unwrapMethod to LSCM or ABF which will generate only one texture file. But it will not work if you mesh is too heavy, check the tooltip:
Method to unwrap input mesh if it does not have UV coordinates.
Basic (> 600k faces) fast and simple. Can generate multiple atlases.
LSCM (<= 600k faces): optimize space. Generates one atlas.
ABF (<= 300k faces): optimize space and stretch. Generates one atlas.
https://github.com/alicevision/meshroom/issues/211#issuecomment-416184229
The approach is based on a generalization of the multi-band blending in [Burt1983] applied to 3D texturing with weighting strategies based on visibility and varying resolution. It is in the same spirit than [Baumberg2002] and [Allene2008].
References
[Burt1983] |
|
[Baumberg2002] |
Blending images for texturing 3D models. A. Baumberg. BMVC 2002 |
[Allene2008] |