My mesh came out green after reconstruction.
What does it mean?
this could be a bug, after trying colorize, do your vertices change to the right colors? What kind of inputs are you using? Did your reconstruction complete successfully?
I’m having exactly the same issue. I had a successful reconstruction, and as best as I can tell all of the necessary components are there, but rather than getting the usual grey sparse point cloud representing the mesh I get this bright green point cloud.
I don’t particularly care about the color, but I’m also running into huge problems simplifying my mesh or repairing any topographical defects. It just crashes every time I run either of those operations — I’m not sure whether or not the green color and the crashes are related, but they are both happening for the first time at the same time, so perhaps there’s something there.
I’m currently coloring the vertices to see if that makes a difference, but I really wish there was more info out there about this error.
would it be possible to have a look at your project? You can contact us email@example.com
How would we do that? I think the project is currently sitting at around 180 gigs of data after emptying the cache.
I am having exactly the same problem as 'shveddy'!
After running rendering on a 32 core Threadripper for a day and a half it turned out green. As the project is rather big (1.7B tris) I will need to decimate it before exporting it out in order to make it manageable but keeps crashing when during that process.
The cash file is huge, above 500GB but still have 52GB of free space on the hard drive so it not causing the problem but on the other hand I cannot clear the cash manually either. Something must be stuck.
As there might be a few different issues in this thread, here is a summary of green mesh issues:This issue occurs when mesh was not calculated properly due to topology defect or RealityCapture was interrupted. Alternatively, the mesh can appear green in places where RealityCapture was not able to calculate color - usually you will fix the issue by enabling recolor after texturing option and running texturing.Please clear the cache, then run through this checklist.
- was the mesh successfully calculated? (we need a screenshot from the console after processing)
- do then see the continue in model reconstruction button after they will select the model (bottom of 1ds view)?
- have you enabled the recolor after texturing option in the texturing settings
- have you run the clean model tool and used mesh selection and filter selection tool to filter out bad geometry?
- have you run texturing/ UV unwrap with fixed text size settings? (default unwrap settings in texturing settings) if not run UV uwnrap tool and set it to fixed texel size, optimal and then click on texturing.
I've run into this same problem with the green vertices, this after duplicating a 838M tris mesh with forty seven 8K textures. I don't see any resolution posted in this thread, if anyone cares to provide an update. I've followed each the suggested tips, but no luck. I would think green isn't random, but means something. Thanks for reviving.
have you there also some kind of error after this process? Basically green vertices after reconstruction means that the computation was unfinished and in mostly cases you need to create the model again, maybe using other settings.
Are you using laser scans here? Or is it just a model from images? Was the first model creation without green vertices? Was the texturing successful?
Have you enough space on your cache drive? I think you will need around 500 GB for such big model. And also you need to count with two of such big models, when you are trying to duplicate the original one.
Is it possible to simplify the model without turning it green?
Thanks, Odrej. The high poly model with 47 8K textures reconstructed fine and textured as expected. I had a second image layer in the project, but failed to enable that second texture, so that's when I duplicated the model, then ran texture on that with the correct settings. I might have realized this wasn't necessary, could have simply run texture on the original model, am now seeing it would simply add more textures, oh well. I believe my cache drive had plenty space, but 500 GB?, I'll need to look at that, could be it. Would RC not throw an error when cache space runs low? Or is that a feature request? I'll work in that direction.
There could be error No enough memory. But this is written when the space is really small.
Once again, the green mesh. Anything learned?, the original reconstructed and textured as expected, a second pass texturing with a change to assigned texture layers and turning off color correction triggers the green mesh. I've thought to possibly attempt breaking into smaller, nested reconstruction regions to rule out the size. Thanks for any ideas, am stuck.
I may have spotted an oversight. When I constrained to a smaller reconstruction region, this new model was active when I clicked texture settings, noticed in texture settings that Unwrapping style was set to Maximum Count of textures set to 1, which clearly wouldn't flush. Question: When before I had tried texturing a second time this 838M mesh, which textured successfully before using fixed texel/Optimal to produce 47 8K maps, would RC unwrap again (with these somehow changed texture settings) when I click Texture?
Perhaps, the settings defaulted when upgrading RC.
Have you cleared cache between computations and clean install? What are your settings (can you add here the your settings)?
If you want to try smaller regions there is this workflow: https://support.capturingreality.com/hc/en-us/articles/4545598345628-RealityCapture-tutorial-Divider-Script
When there is already created unwrap on the model, then it is not computed during second texturing. If you want to create a new unwrap then you need to unwrap the model again.
I had tried clearing cache, but if my texture settings defaulted to Max texture count, just one texture, this due to updating RC, then that wouldn't necessarily make the difference, would it. I'm familiar with working in smaller chunks, have made big use of it, this project is actually a small patch of asphalt driveway, but captured from within a foot, the interest being in learning about specular reflectance. That may yet prove to warrant working in smaller sections, but the geo alone will be brought down to 1M, just with a ton of texture info.
I've corrected the texture settings, have unwrapped, now texturing again. I'll update, fingers crossed.
Still no luck after correcting the texture settings. The component that reconstructed fine at High and textured fine using Fixed texel and Optimal, albeit wrong Image Layers enabled), won't duplicate without producing the green mesh. I'll update after working with Tomas Misura and Syliva Tuha.
Can you try simplification using Relative type set to 100 target percentage? This could also recreate the duplicate model.
Onrej, logical suggestion, alas produced a green set of verts once again. Interestingly, when texture settings called for two texture layers, with both sets showing up just fine in 2Ds, simplification using 100% produced a model with one texture layer, can't see it, just green verts (even using clipping box). I've got Resource Monitor open and RAM seemed to be dieseling at around 50% usage, though once one the way to green verts I did get an error, out of memory. I've tried restart before the simplify 100%, no error message, and I recall reading how well memory was managed by RC not to run out during texturing, but could that be lurking?
Which version are you using for this?
Have you used color reprojection here? Can you try it without it and then reproject texture?
You are funny guys here, I have NEVER seen anything else than green vertices after vertice coloring process during my last 30 projects. I was believing that this is a normal behaviour of RC. So I simply skipped that function as I do not need it currently. It seems there is something to rework in the code, if this is not on purpose. Everything else works fine. I am exclusively using LIDAR scans as source and running this on a 5950X with 128 Meg of RAM and an RTX3090.
Hi 8K Vision, are you using colored laser scans in your project? Do you get the green mesh also after texturing?
For the record, the issue I reported was due to operator error (so it appears, yet need to test), didn't follow naming protocol for using image layers.
yes, I am using colored laser scans. I usually follow the workflow with Align, Calculate Model, Texture, then Colorize. When I Colorize all is green. It never has been different. If I Simplify the model, then Retexture using Texturereprojection from the original model, after Colorizing I get the same result (all green). It has been the same over the past 3 software versions. However I have never checked the real vertex colors values on the exported files. So not sure if this is only a display issue or if they are really set to green? The point cloud itself is correctly colored and also gets displayed correctly in colors until I do the vertex coloring process. After this, also the displayed point cloud colors turn green, so from there on everything is green unless you have enough video memory to have the full rendered / shaded view.
Hi 8K Vision,
after texturing there is no need to color the model again. In the texture settings there is option Recolor model after texturing. Have you changed this setting? If no you will get colored model after texturing. Is the model green also after texturing?
Please sign in to leave a comment.