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There is no Depth.exr like there is in the Unity 3D Seurat Capture #2

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mebalzer opened this issue May 10, 2018 · 2 comments
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@mebalzer
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mebalzer commented May 10, 2018

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.

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@mebalzer 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 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
@mebalzer
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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?

` SeuratView MyView;

MyView.ProjectiveCamera.ImageWidth = Resolution;
MyView.ProjectiveCamera.ImageHeight = Resolution;
MyView.ProjectiveCamera.ClipFromEyeMatrix = ClipFromEye;
MyView.ProjectiveCamera.WorldFromEyeMatrix = EyeFromWorldSeurat.Inverse();
MyView.ProjectiveCamera.DepthType = "EYE_Z";
MyView.DepthImageFile.Color.Path = BaseImageName + "_ColorDepth.exr";
MyView.DepthImageFile.Color.Channel0 = "R";
MyView.DepthImageFile.Color.Channel1 = "G";
MyView.DepthImageFile.Color.Channel2 = "B";
MyView.DepthImageFile.Color.ChannelAlpha = "CONSTANT_ONE";
MyView.DepthImageFile.Depth.Path = BaseImageName + "_ColorDepth.exr";
MyView.DepthImageFile.Depth.Channel0 = "A";

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@liucong-roadstar
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I think they are using one single image for both color and depth information here, specifically, color in rgb channel and depth in alpha channel

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