I need much better control over which bits of the mesh I’m projecting to (or from). So it looks OK in Meshlab with the texture projected and I can delete one original mesh after projection and bring in another and project the second texture map successfully over the first.īut I’m left with patchiness due to the mismatch of the original textures. I can project texture from the original models but only one at a time because of this problem with loading more than one texture map at once. There’s just one tiny piece of missing geometry that gets sorted out anyway using the Poisson reconstruction. Turning layers on and off, it seems that Pose 1 and 2 look better than all 3, due to the issues with textures. How irritating.īut then it’s clear that the textures don’t always blend in with each other. The only work-around I can think of is to load them all up separately into meshlab to do the process. Tried importing the JPGs into the project first, but still get error message. I get ‘failure loading textures’ message. The person also says: “the filter “Transfer: Texture to Vertex Color (1 or 2 meshes)” seems to work correctly. This still seems to be a problem – all the meshes are referencing the same texture and it only works for one of them. says “The filter “Transfer Color: Texture to Vertex” does not appear to support multiple textures on a single model only one texture is transferred.” (2017) For the other 2, the meshes just go black or dark green. This only works correctly for one of the 3 meshes. I can also load the JPGs separately into Meshlab (import raster).įilters > Color Creation & Processing > Transfer Color > Texture to Vertex So I load up the meshes which are OBJ files and they seem to be referencing their correct JPG files. I want to understand how to transfer diffuse texture map data to vertex colour in Meshlab.
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