Texture Reconstruction¶
Requirements¶
Input Streams: Mesh Stream + MVE Texture Stream
Output Streams: New Texture Stream (Reconstructed), Modified Mesh Stream (UVs)
Important
This Stage will not function correctly following an SSDR Stage.
Overview¶
The Texture Reconstruction Stage creates a UV layout and new textures for the input Mesh Stream using the input MVE stream. This can be used to accurately reconstruct texture data captured from a capture stage or from virtual cameras.
Note
MVE, or ‘Multi-View Environment’, is a format used in some Photogrammetry workflows to capture camera views from many different positions. In HoloSuite, the most common source of MVE streams is the Mesh Capture Tool
In addition to generating textures, the Texture Reconstruction Stage generates a new UV layout for each segment. These UVs are aligned with the camera projections to minimize distortion and loss of quality.
Parameters¶
Local Seam Leveling: Enables Local seam leveling to blend the texture across seams
Max Texture Size (px): Sets the maximum size in pixels permitted for a texture map
Global Seam Leveling: Enables Global Seam Leveling to try and reduce color discrepancies along the mesh
Repair Unseen Faces: Fill triangles with insufficient MVE coverage with color from the neighboring surface.
Seam Level Filter: Enter a string of colors to ignore during local and global seam leveling
Texture Padding (px): Sets the amount of padding, in pixels, for the UV layout created from Texture Reconstruction
Working with Texture Reconstruction¶
Note
If your Clip includes textured meshes with UV maps, the Texture Transfer Stage is generally faster and more accurate for restoring textures after a Stabilize Mesh Stage.
Because Texture Reconstruction is based on camera projections, it can produce artifacts with meshes that are significantly different from the original capture.
Generally, the more views available, the more accurate the Texture Reconstruction result.