patar
Aug. 15, 2017 01:16:33
can somebody point me to file pointing to 3d scan + texture
so that maybe i can help figuring how to maintain uv and texture or color in houdini…
Best regards
Patar
Andr1
Aug. 15, 2017 04:55:17
patar
can somebody point me to file pointing to 3d scan + texture
so that maybe i can help figuring how to maintain uv and texture or color in houdini…
Best regards
Patar
Hello patar, thanks for checking out!
Here is a simple scan…
Cheers
animatrix_
Aug. 21, 2017 10:58:01
Hi,
I also made my own wrapper to retopo some meshes from within Houdini. It has the binaries built-into the HDA so it's portable. It should work on Windows and Linux. So far I only tested on Windows.
patar
Aug. 21, 2017 11:33:38
thanx for this…
Andr1
Aug. 22, 2017 11:05:38
hey thanks a lot, it's very convenient!
I noticed that topology slightly changes if you insert a “null node” or any other node before the otl. Also, it doesn't return back to the original retopo when you delete that node.
Point/prim count changes too: I guess it's not a big deal, but worth mentioning just in case one doesn't use a super solid workflow that takes in account primnum changes..
I couldn't check if that happens as well with the version by Ikruel, because I can't make it work anymore
lkruel
Aug. 22, 2017 11:09:29
For what it's worth, mine is now part of the Game Development Toolset up on Github.
I'm hoping to record a video of it today
https://github.com/sideeffects/GameDevelopmentToolset/tree/Development [
github.com]
Andr1
Aug. 22, 2017 11:33:44
it's worth it's worth! thank you guys for putting so much effort into the gamedev tools!
patar
Aug. 23, 2017 00:40:35
came a bit late, also its not the most beautiful implementation, but it works
this is my way to transfer color from a scanned object to the object with instantmesh applied with totally different uv and point number (it can also work with any other mesh as long its pretty much has the same form)
basicly my idea is to transfer those color from the texture map to point cloud and bake the point color on to the new uv
to get the final texture render the bake rop in the network the texture color should be in cf channel
would like to know if theres a way to improve the workflow…
best regards
Patar
Simon van de Lagemaat2
Aug. 23, 2017 20:56:03
Anyone successfully running this on CentOS 6.7? We keep getting GL errors and it refuses to launch across multiple drivers and cards. Works fine at home on Win10.
kevinthebright
Aug. 24, 2017 19:05:59
These game tools are great. I get an error message with IMB though:
Anyone else getting this on MacOSX?
lkruel
Aug. 25, 2017 10:08:05
Hey Kevin,
I haven't tried it in MacOS yet… If you dive into the HDA you might be able to see what the error is. Or if you uncheck the Hide Instant Meshes dialog, maybe the terminal will give you some info.
Luiz
Kfinla
Sept. 10, 2017 18:18:44
kevinthebright
These game tools are great. I get an error message with IMB though:
Anyone else getting this on MacOSX?
I see the same issue. The stand alone works fine btw.
The HDA seems to error on line 32 of the python node in the HDA. Basically the last line.. geo.loadFromFile(out_path)
Vasilis Triantafyllou
Sept. 18, 2017 06:46:04
This is such a great tool! ultrathanks!
On Windows at home it works fine!
On Mac at work i still cannot figure it out.
anybody got it working on mac?
Kfinla
Oct. 13, 2017 10:18:38
*bump*, any news here? Last I tried I was unable to get this to work on OSX. I might try replacing the $temp paths with a real path since “output” seems to be the error.. perhaps a permissions issue?
Cyzor
Oct. 13, 2017 18:53:49
Make sure your path to the Instant Meshes application points to the actual MacOS executable, not just its enclosing bundle.
/Applications/Instant Meshes.app/Contents/MacOS/Instant Meshes
I aggree with the notion of replacing
$TEMP
with a different directory.
$TEMP
maps to
/tmp
, but MacOS seems to prefer wherever
$TMPDIR
points to, such as:
/private/var/folders/yh/tsryfjg152138smpt90_lkdc0000gp/T
Kfinla
Oct. 13, 2017 19:52:00
Got it working with these settings on OSX. Huzzah!
limbicnation
Oct. 27, 2017 22:43:06
Hi,
Why is my mesh intersecting?
Vasilis Triantafyllou
Oct. 31, 2017 20:53:04
Kfinla and Cyzor this is awesome thank you! …the $TEMP seemed to be the problem for mac.
Tomasz Dabert
Nov. 27, 2017 03:22:49
Hi!
I am having the same problem "
099440a80f774063a1e115922
Hi,
Why is my mesh intersecting?
I am using Houdini 16.5.268 Indie Version on Windows 10. Is it a bug or we are doing something wrong?
Cheers!
lkruel
Nov. 27, 2017 16:24:59
Hey guys,
Can someone send me one of those files that are erroring out? I haven't been able to reproduce it.
You can try hitting Clear Cache and seeing if the problem goes away. I'm wondering if that's an issue with loading the OBJs back in from IM or something that they're generating.
I've also pushed an update to the Development branch that adds the Quad Dominant option and control over the Crease Angle.