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Texturing after external re topology

Simon edited this page Aug 27, 2023 · 8 revisions

It is possible to reproject textures after re-topology and custom unwrap. The only constraint is to NOT modify scale/orientation of the model, in order to stay in the same 3D space as the original reconstruction.

To retexture a user mesh, you need to remove the input connection on Texturing node's inputMesh (right click connection > Remove) and write the path to your mesh in the attribute editor. If you have custom UVs, they will be taken into account.

You can also duplicate the original Texturing node (right click > Duplicate) and make changes on this copy. It should look like this:

image grafik

(optional) You can also set Padding to 0 and check Fill Holes instead if you want to completely fill texture's blank space with plausible values.


Blender Export settings https://github.com/alicevision/meshroom/issues/1293#issuecomment-801453899

image

https://github.com/alicevision/meshroom/issues/236


You can also use Meshlab to bring your Blender model into the correct format: Open your exported .obj in MeshLab (~1 sec) Press Ctrl+E to export it (~1 sec) Hit "OK" (include UV coordinates) Processing the texturing in Meshroom should be done without any problems or errors Source: https://github.com/alicevision/Meshroom/issues/236#issuecomment-1426818642