RC uses masked pixels in texture projection
tl;dr: Reality Capture uses masked pixels when projecting texture and it shouldn't.
I'm scanning a model where I intentionally need to key out the background. For this example, I used some neon pink sticky notes to highlight the problem:
I generated a mask in Photoshop by keying out the hue.
When processing the model, Reality Capture correctly ignores the masked area to generate the model.
Next, I reduce the model's poly count and project the texture.
As you can see, there's some pink showing through on the border of the model even though every pink pixel is masked out in the source photos. A closer view:
When running the simplify algorithm, a polygon is created between two peaks that doesn't exist in the high poly version. As a result, when projecting RC captures pink background pixels. RC should not use masked pixels when generating textures.
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Hi Matt,
masks are not used in texturing, although we do have a feature request for this, and i have added you to it.
One workaround would be to use texture reprojection from your original model, rather than texturing the simplified model.
For instance i made a spike sticking out from this heavily simplified apple and here it is textured from scratch:
and here it is with the texture reprojected from the original model:
For another workaround, you can use your masks to create an alpha channel on the images themselves. I used After effects, imported the images as sequences with masks on top and set the masks blending mode to "stencil luma". Then rendered as a png sequence with alpha. But you could also probably batch process this in other software.
this way when you texture, there is no background to spill onto the object:
If you need to keep the background for alignment then only use these images with the alpha as a texture layer.
regards,
Wallace
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