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FBX Export Colours

Posted: Wed Apr 06, 2016 6:30 pm
by AdamB92
Hi there,

I've been experimenting with the creation of meshes in cloud compare with aerial LIDAR data. The CloudCompare documentation and many of the posts on here have been extremely helpful in resolving any issues I've had so far. However, I have a problem that I absolutely cannot solve!

Goal: To produce a mesh and import in Unreal Engine 4, which will be used to generate a virtual fly-through of the data.

My steps:
  • 1. Load a large, colorized point cloud into CloudCompare.
    2. Subsample point cloud (randomly).
    3. Compute normals.
    4. Poisson Surface Reconstruction: Output density as SF, Depth = 12, Samples Per Node = 1.5, Full Depth = 5, Point Weight = 4.00
    5. Change the output mesh's density and Filter By Value
    6. Export as .FBX binary.
The issue:
The mesh's RGB colours are not showing up in Unreal Engine. I have tried various import options to no avail. In Autodesk FBX Review, Blender 2.77, and Unreal Engine 4, the mesh appears as plain white (with lighting shading you can see the mesh bumps and details, it is just missing a texture.) Blender shows some color, but only after a lot of tweaking.

Opening the mesh in CloudCompare shows its colors. Exporting the mesh as a .PLY shows its colors in MeshLab, but the .PLY does not show up in Blender for some reason, so I cannot use .PLY as an intermediary format. Re-exporting the FBX did not work either.

I have tried .FBX binary & .FBX 6.0 binary exports in all of these applications, but there has been no success.

If anyone could shed some light on this issue, that would be great!

P.S. I've checked out this link here: http://www.danielgm.net/cc/forum/viewtopic.php?t=960. Should I try that version of CloudCompare?

Re: FBX Export Colours

Posted: Thu Apr 07, 2016 9:39 am
by daniel
Does Unreal engine supports per-vertex coloring? Because this is what Poisson Reconstruction generates and I know it's not supported by many software solutions.

If it's not supported, I know that Meshlab can convert per-vertex colors to textures, and then you could try their OBJ export?