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This repository has been archived by the owner on Nov 8, 2019. It is now read-only.
I noticed that there seemed to be very little mesh detail in my Unreal capture, and the lack of a Depth.exr as well. Using a EXR viewer, the alpha channel is white (as identified in the manifest.json). In the Unity capture output there is both a color.exr & depth.exr, with the depth.exr also having an RGB output.
The text was updated successfully, but these errors were encountered:
mebalzer
changed the title
There is not Depth.exr like there is in the Unity ED SerCapture
There is no Depth.exr like there is in the Unity ED Seurat Capture
May 10, 2018
mebalzer
changed the title
There is no Depth.exr like there is in the Unity ED Seurat Capture
There is no Depth.exr like there is in the Unity 3D Seurat Capture
May 10, 2018
Here is part of the seurat.cpp that creates the manifest.json and I see that the color & depth both are contained in the same color_depth.exr, yet the channel identified for the depth information seems to be MyView.DepthImageFile.Color.Channel0, the same one that holds the 'R' color component. Am I reading this right?
I noticed that there seemed to be very little mesh detail in my Unreal capture, and the lack of a Depth.exr as well. Using a EXR viewer, the alpha channel is white (as identified in the manifest.json). In the Unity capture output there is both a color.exr & depth.exr, with the depth.exr also having an RGB output.
The text was updated successfully, but these errors were encountered: