i have one mesh from 100 pieces (a gun) and materials are from Blender separated into two segments.. main material and steel material. I generated all maps (normal, roughness etc.) from Substance painter for each segment. When I exported mesh from Blender I have milion of pieces and not single mesh. Its ok, I can join them, but how can I apply two materials to joined mesh please in UE? Do I need to export fbx for each segment (after join from blender) and then put them together in UE or there is different and native was to do this please?
Thank you
Ok, i exported as .obj and not as .fbx and it works good. Just assign two materials and finish
Related
So what I want to do is render each material 1 at a time. Which means that each Material will have it's own vertices. Is there some kind of function within Assimp when I process a mesh that will tell me which material the vertices belong to.
Of course I would put the position, the normal and the texCoord in the vertex and I need the induces.
There is no query to get these meshes implemented in Asset-Importer-Lib right now. But you can write this easily by yourself:
Import your model
Check whether there are any meshes loaded
Loop over all meshes stored in aiScene
Sort them for meshes with the same material index
Loop over all vertices of the list of meshes.
I wrote a blog-post about that: Batch-Rendering for Assimp-Scene
I download the following graph-cut code:
https://github.com/shaibagon/GCMex
I compiled the mex files, and ran it for pre-defined image in the code (which is rgb image)
I wanna optimize the image segmentation results,
I have probability map of the image, which its dimension is (width,height, 5). Five probability distribution over the image dimension are stacked together. each relates to one the classes.
My problem is which parts of code should according to the probability image.
I want to define Data and Smoothing terms based on my application.
My question is:
1) Has someone refined the code according to the defining different energy function (I wanna change Unary and pair-wise formulation).
2) I have a stack of 3D images. I wanna define 6-neighborhood system, 4 neighbors in current slice and the other two from two adjacent slices. In which function and part of code can I do the refinements?
Thanks
I've been struggling for some time to find a way in Meshlab to include or transfer UV’s onto a poisson model from source meshes. I will try to explain more of what I’m trying to accomplish below.
My source meshes have uv’s along with texture data. I need to build a fused model and include the texture data. It is for facial expression scan data reconstruction for a production pipeline which ultimately builds a facial rig for animation. Our source scan data includes marker information which we use to register, build a fused scan model which is used to generate a retopologized mesh for blendshapes.
Previously, we were using David3D. http://www.david-3d.com/en/support/downloads
David 3D used poisson surface reconstruction to create a fused model. The fused model it created brought along the uvs and optimized the source textures into 1 uv tile. I'll post a picture of the result below that I'm looking to recreate in MeshLab.
My need to find this solution in meshlab is to build tools to help automate this process. David3D version 5 does not have an development kit to program around.
Is it possible in Meshlab to apply the uvs from the regions used from the source mesh onto the poison model? Could I use a filter to transfer them? Reproject them?
Or is there another reconstruction method/ process from within Meshlab that will keep the uv’s?
Here is an image of what the resulting uv parameter looks like from David. The uvs are white on the left half of the image.
Thank You,David3D UV Layout Result
Dan
No, in MeshLab there is no direct way to transfer UV mapping between two layers.
This is because UV transfer is not, in the general case, a trivial task. It is not simply a matter of assigning to the new surface the "closest" UV of the original mesh: this would not work on UV discontinuities, which are present in the example you linked. Additionally, the two meshes should be almost coincident, otherwise you would also have problems also in defining the "closest" UV.
There are a couple ways to do it, but require manual work and a re-sampling of the texture:
create a UV mapping of the re-meshed model using whatever tool you may have, then resample the existing texture on the new parametrization using "transfer: vertex attributes to Texture (1 or 2 meshes)", using texture color as source
load the original mesh, and using the screenshot function, create "virtual" photos of the model (turn off illumination and do NOT use ortho views), adding them as raster layers, until the model surface has been fully covered. Load the new model, that should be in the same space, and texture-map it using the "parametrization + texturing " using those registered images
In MeshLab it is also possible to create a new texture from the original images, if you have a way to import the registered cameras...
TL;DR: UV coords to color channels → Vertex Attribute Transfer → Color channels back to UV coords
I have had very good results kludging it through the color channels, like this (say you are transfering from layer A to layer B):
Make sure A and B are roughly aligned with eachother (you can use the ICP filter if needed).
Select layer A, then:
Texture → Convert Per Wedge UV to Per Vertex UV (if you've got wedge coords)
Color Creation → Per Vertex Color Function, and transfer the tex coords to the color channels (assuming UV range 0-1, you'll want to tweak these if your range is larger):
func r = 255.0 * vtu
func g = 255.0 * vtv
func b = 0
Sampling → Vertex Attribute Transfer, and use this to transfer the vertex colors (which now hold texture coordinates) from layer A to layer B.
source mesh = layer A
target mesh = layer B
check Transfer Color
set distance large enough to not miss any spots
Now select layer B, which contains the mapped vertex colors, and do the opposite that you did for A:
Texture → Per Vertex Texture Function
func u = r / 255.0
func v = g / 255.0
Texture → Convert Per Vertex UV to Per Wedge UV
And that's it.
The results aren't going to be perfect, but in practice I often find them sufficient. In particular:
If the texture is not continuously mapped to layer A (e.g. maybe you've got patches of image mapped to certain areas, etc.), it's very possible for the attribute transfer to B (especially when upsampling) to have some vertices be interpolated across patch boundaries, which will probably lead to visual artifacts along patch boundaries.
UV coords may be quantized by conversion to a color channel and back. (You could maybe eliminate this by stretching U out over all three color channels, then transferring U, then repeating for V -- never tried it though.)
That said, there's a lot of cases it works in.
I may or may not add images / video to this post another day.
PS Meshlab is pretty straightforward to build from source; it might be possible to add a UV coordinate option to the Vertex Attribute Transfer filter. But, to make it more useful, you'd want to make sure that you didn't interpolate across boundary edges in the mapped UV projection. Definitely a project I'd like to work on some day... in theory. If that ever happens I'll post a link here.
I have a point cloud (data set) (3D) representing an urban terrain consisting of flat roof surfaces (of buildings) . My aim is to figure out the flat surfaces , waterbodies from the given data set .The data set is a text file consisting of the number of points followed by their individual x , y , z co-ordinates. As a trial attempt , I have generated the 2D-Delaunay triangulation of the given data set to get the triangulated surface. Henceforth, I plan to execute a graph-traversal over the faces of the triangulation to look for neighbourhood points with nearly the same z-coordinate value and treat them as a flat surface . I am using CGAL libraries to accomplish the same in C++. Is there a better approach for identifying flat surface or my method seems decent enough ?
You might get inspiration (or just run) Advancing Front Reconstruction
No idea how your point cloud looks, but maybe Point Set Shape Detection
might help you to identify flat areas.
I have two meshes with same vertices number in 3DS Max, but when I export it, both have not the same vertices number.
- I have to create a "ProOptimizer" modifier, to get the same number of vertices in all meshes.
- I export it as ".Obj", and uncheck all parameters, except textures, to keep it.
- I import it from Blender and I export it as ".FBX".
If I export it directly from 3DS Max, the vertices number is very different between all meshes, I do not understand.
How do I get the same vertices?
Can anyone help me please? Thank you very much.
Do both meshes have same smoothing groups applied to the same respective triangles? And are the UV mapping similar?
Both normals (smoothing groups), and UV coordinate distribution can affect how many times a single vertex need to be split in order to render correctly, or get exported to a specific format. For example one vertex can have many normals (one for each neighboring triangle, e.g. in a box), forcing the vertex to be counted several times. Or on the contrary a vertex can have a single normal, making all neighboring faces appearing "smoothed" around the vertex.