Hi Daniel,
I know that CloudCompare is a point-cloud-focused piece of software, but it would be nice to be able to export a mesh as an OBJ file that includes the associated JPG texture file.
For example, if I generate a mesh from a point cloud using the Poisson Surface Reconstruction plugin, it allows me to inherit the color from the point cloud. However, if I then save the textured mesh as an OBJ file, it only exports the mesh itself but not the associated texture.
Would be great if that could be added to the development list :)
Anyway, keep up the great work.
Cheers,
SAV
Allow to export texture from meshes
Re: Allow to export texture from meshes
Ah ah that would be cool, but this operation is far from being easy. If anyone know a third party library dedicated to this operation (converting per-vertex color to a texture) then it would be envisageable.
Or of course if someone wants to contribute to the project he/she would be gladly welcome :D
I'll add this to the TODO list anyway (EDIT: it was already there)
Or of course if someone wants to contribute to the project he/she would be gladly welcome :D
I'll add this to the TODO list anyway (EDIT: it was already there)
Daniel, CloudCompare admin
Re: Allow to export texture from meshes
Hey Daniel, sorry for bumping this old thread. Do you know if it is possible now ? Thanks.
Re: Allow to export texture from meshes
I am afraid nothing came up so far...
Daniel, CloudCompare admin
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Re: Allow to export texture from meshes
Converting vertex color to textures can be don in Meshlab.
As Daniel says it is not easy out ob the box. If your mesh is somewhat planar, like we're talking like hills terrain it will be easyer.
There are 2 steps.
1) have the mesh with correct UV mapping.
To generate texture the mesh needs texture coordinates. As said if it is a rather planar obj you'r lucky because you can simply create a top down UV mapping which is trivial in any 3d program. It may be even be possible in Meshlab.
Else you've 2 options, per face planar uv mapping which in Meshalb takes FOREVER and also creates a seams on edges bug. In other 3d programs it also takes forever if there are many polygons.
Final option for complex meshes like an statue is to have a complex UV mapping generated with something like Zbrush.
2) bake the points data to a texture. You need to import the RGB point cloud as .ply in meshlab as data source and the mesh separatelly. Then use the Vertex atribute transfer tool.
In this tutorial you can see it more step by step, also you will see the edges bug:
https://gist.github.com/shubhamwagh/0dc ... 53d0f4d66b
Notice intutorial uses other vertex property transver, you need to use the one I pointed. And choose Color, yet you can also transfer Normals or AO.
Start with small texture sizes else time scalates somewhat exponential if not log!.
As Daniel says it is not easy out ob the box. If your mesh is somewhat planar, like we're talking like hills terrain it will be easyer.
There are 2 steps.
1) have the mesh with correct UV mapping.
To generate texture the mesh needs texture coordinates. As said if it is a rather planar obj you'r lucky because you can simply create a top down UV mapping which is trivial in any 3d program. It may be even be possible in Meshlab.
Else you've 2 options, per face planar uv mapping which in Meshalb takes FOREVER and also creates a seams on edges bug. In other 3d programs it also takes forever if there are many polygons.
Final option for complex meshes like an statue is to have a complex UV mapping generated with something like Zbrush.
2) bake the points data to a texture. You need to import the RGB point cloud as .ply in meshlab as data source and the mesh separatelly. Then use the Vertex atribute transfer tool.
In this tutorial you can see it more step by step, also you will see the edges bug:
https://gist.github.com/shubhamwagh/0dc ... 53d0f4d66b
Notice intutorial uses other vertex property transver, you need to use the one I pointed. And choose Color, yet you can also transfer Normals or AO.
Start with small texture sizes else time scalates somewhat exponential if not log!.
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Re: Allow to export texture from meshes
Thank you, I'll look into it in the next days!
Re: Allow to export texture from meshes
Hey, it looks good! It is not perfect and I still some work to do to make it look better, but it's already so satisfying to see my texture properly applied. Thank you so much
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- Joined: Sat Jan 20, 2018 1:57 pm
Re: Allow to export texture from meshes
awesome, glad it helped!.
Oddly the images I uploaded seem removed :\ but since you where able to do the bake I guess there is enough info for hte ones that come after
Oddly the images I uploaded seem removed :\ but since you where able to do the bake I guess there is enough info for hte ones that come after