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How to get optimized mesh models out #20
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I had the exact same problem a view days ago. Have you followed the instructions here: https://github.com/googlevr/seurat-unity-plugin You should do this one next: And then set these setting to make it look even better: And since we are talking I have this strange Error when creating the mesh from the capured data. This seems to be related to what scene I try to capture any idea how to resolve this error. Thanks |
Michael, the ICE file is a custom serialization archive of data for the pipeline and viewers; it's really a format for development in the pipeline. It supports rendering meshes produced by most of the processing options, but not all. |
Regarding the second question you posted, the most likely cause is geometry captured inside the headbox, e.g. if the near clip plane is closer than the half axis (apothem!) of the any dimension of the headbox. Incorrect transform matrices are a close second. |
I'm trying to figure out how to actually get an optimized model out of the pipeline in order to use as a gltf. It looks like the output of running the seurat pipeline with a capture from unity creates an obj and a png texture, but its both incredibly large (10mb-obj, 15mb png) and still looks pretty janky. However, loading it up in the viewer using the .ice file looks pretty good. So i'm curious, what is the proper way to get a 3d model file out that is good quality and small? The instructions don't really tell you much other than some flags you can use.
Is the .obj the final generated artifact i should be using?
Also, what is in the .ice file that lets it render properly?
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