Image Layers
In RealityCapture, you can sort your images into different layers and then use them in different processing steps. You can, for example, use a different set of images for alignment and meshing
(e.g. images with projected pattern) and a different set of images for texturing. You do not need to load the project separately with each set of images, you just need to name the images properly
and load them at once. RealityCapture then automatically detects the images based on their names (or the folder name) and assigns them to a specific layer.
NOTE: All layers for the same image need to share the same camera and object position. Differences in camera positions or slight movement of the object might cause blur in the texture.
Naming of Images
You can choose between two approaches – renaming individual files or whole folders:
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When renaming individual files, the new name consists of the original file name (including the file format extension) intended to be used for geometry plus the extension for each layer.
In order to assign the layers properly, you need to use the same image name and add only proper layer name and its file format extension. See the example below:
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Image used for alignment and meshing:
DSC_0001.jpg
DSC_0002.jpg.geometry.jpg - in this case the whole name (including word geometry) appears in the list of images in the application
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Image containing a mask:
DSC_0001.jpg.mask.png
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Image used for texturing:
DSC_0001.jpg.texture.jpg
DSC_0001.jpg.texture02.jpg
DSC_0001.jpg.texture3.jpg
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When renaming the whole folders, all images need to have the same image names (the file format might differ). The name of the folders then consists of a dot and the layer name. For example:
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Images used for alignment and meshing:
…\layers\.geometry\DSC_0001.jpg
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Images containing a mask:
…\layers\.mask\DSC_0001.png
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Images used for texturing:
…\layers\.texture\DSC_0001.jpg
…\layers\.texture02\DSC_0001.jpg
…\layers\.texture3\DSC_0001.jpg
NOTE: Instead of dots (.) in the folder names, you can also use one of these symbols: _ @ # and !. For example: _texture, @texture, #texture or !texture. .
Naming Layers
To have a better orientation among image layers, each layer can have its own name. Name can be defined by naming the individual files or by naming the whole image folder.
Defining a custom layer name by naming the individual files
ImageName.($imgExt)($sep)($LayerDef)($optNum)($sep OR ‘’)($LayerName).($imgExt)
Examples:
- Image01.png.texture03@Third.Texture.png (a third texture layer named "Third.Texture")
- Image02.jpg!geometry_My Geometry.jpg (a geometry layer named "My Geometry")
Defining a custom layer name by naming the whole image folder
($sep)($LayerDef)($optNum)($sep OR ' ')($LayerName)//Images
Examples:
- _texture02@Light texture (a second texturing layer named Light texture)
- .geometry!Shapes (a geometry layer named Shapes)
The meaning of naming parameters:
- ($sep) Separator, which can be: . _ @ # !
- ($LayerDef) A layer definition. See "Supported Layer Types" section below.
- ($LayerName) Name that will be assigned to a corresponding layer.
- ($imgExt) Image extension.
- ($optNum) Optional number. It is used when more than one layer of the same type is imported.
Adding Images
Just for the record:
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For individually named images, you just need to add all images into the application at once (either import them via the WORKFLOW tab –
Inputs/Folder or drag and drop them into the application).
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For wholly renamed folders you can, again, use the WORKFLOW tab / Folder to import the images
or drag and drop the whole folder (and its subfolders) into the application.
- You can see all image layers in the 'Selected input table' or in the 1Ds
view once you select a specific image. You can choose a layer to be displayed in the 2D view
in the Source part of the IMAGE 2D/VIEW context tab.
TIP: You can switch between displayed layers using these keyboard keys: Tab (for next layer) or Shift + Tab (for previous layer).
Supported Layer Types
RealityCapture can automatically detect these types of layers:
.geometry (equals to image/folder with no layer extension)
.mask
.labels
.depth
.textureXX
.texture (equals to .texture1 and .texture01)
NOTE: Instead of dots (.) in the folder names, you can also use one of these symbols: _ @ # and !. For example: _texture, @texture, #texture or !texture.
If there are several texture layers present in the project, each layer will be used during texturing and individual texture layers will be created.
You can display the respective color layers in the 1Ds tree once you unfold Model Textures under a specific model.
If there is no texture layer loaded for the images in the project, the Geometry layer will be used during texturing and will also be linked to Texture layer.
Further, color correction will be done for all layers. Colors will be corrected for each layer individually.
Remove Image Layers
To remove image layers, you have to open the Inputs panel first. Click the Images (or Inputs) in the
1Ds view.
Expand Remove image layer and choose which layer you want to remove. Removing is undoable, but also redoable.
Selected layer Select which layer you want to remove. The only layer that is not removable is Geometry layer, which is not displayed in the selection.
Remove selected layer Clicking on this button removes image layers from all or only from the selected images. The number of images, from which the selected image layer is going to be removed, is displayed in round brackets in the Remove button.