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Not possible to project textures after re-topology? #236
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Indeed, the mesh is not loaded properly. Could you share your obj file so we can debug this? |
Have you had a chance to have a look? I'm kinda stuck haha. |
I'm also having this issue, with the same error in the logs when I provide my own mesh (no triangles loaded). |
Sorry for the delay; there was a bug in the OBJ loading code that prevented meshes with normals to be correctly loaded. This will be fixed in the next release. In the meantime, could you retry this with a version of your mesh without normals? |
I've run into this problem as well- glad I checked this before opening another ticket when you are able to do an update, can you document any limitations to the kinds of .obj files which can be handled? I'm processing meshes with InstantMeshes, then either Houdini or Maya. |
Quick question!
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Could you share the header of your OBJ (or the full OBJ)? |
Mesh from LIDAR This LIDAR mesh is a down-sampled one, once I get the expected results I will repeat the same with more accurate LIDAR map. Thanks! |
Tried without normals and the results were as expected. :) |
This thread was useful to me to understand the process of reworking a 3D scan. For the record, in August 2020 I still had to uncheck "Write Normals" in the Export Settings when resaving a modified OBJ from Blender. |
I found the solution, that works for me: after exporting mesh from blender with custom unwrapped UVs you need just to "re-export" it from from another program to fix texturing process problems in Meshroom..
It looks like blender is exporting mesh to .OBJ with some problems with UV, but it can be fixed by another software... |
After the mesh filtering stage, I stopped the process to UV unwrap the mesh myself instead of it being done automatically. To do that though I didn't want to work with 1.3 million tris so I reduced the mesh quite a bit as I didn't need that much detail in the base mesh but I still wanted to bake it on a normal map after. After I reduced my poly count and unwrapped my mesh it is failing on the texture stage. What would the best workflow be if it isn't possible to reduce the mesh before texturing but you still want to use your own UV's
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