Comments (4)
Here you find an example: https://github.com/facebookresearch/pytorch3d/blob/master/docs/tutorials/camera_position_optimization_with_differentiable_rendering.ipynb
-Load the obj and ignore the textures and materials.
verts, faces_idx, _ = load_obj("./data/teapot.obj")
faces = faces_idx.verts_idx
-Initialize each vertex to be white in color.
verts_rgb = torch.ones_like(verts)[None] # (1, V, 3)
textures = Textures(verts_rgb=verts_rgb.to(device))
-Create a Meshes object for the teapot. Here we have only one mesh in the batch.
teapot_mesh = Meshes(
verts=[verts.to(device)],
faces=[faces.to(device)],
textures=textures
)
from pytorch3d.
@Chr1k0 thanks for stepping in to help!
To clarify your points:
texture
is not required as an input to Meshes - so you don't need to pass intextures=None
.- Not all shaders require texture. The shaders are meant to be entirely customizable so if you do not require texturing you can simply create a new Shader class with a
forward
method which does not have a texturing step. If you do want a plain color texture, you can initialize a color per vertex as explained by @Chr1k0.
from pytorch3d.
@Chr1k0 @nikhilaravi Thanks! You solve my problem~
from pytorch3d.
verts_rgb = torch.ones_like(verts)[None] # (1, V, 3)
textures = Textures(verts_rgb=verts_rgb.to(device))
I think now it is
verts_rgb = torch.ones_like(verts)[None] # (1, V, 3)
textures = TexturesVertex(verts_features=verts_rgb.to(device))
from pytorch3d.
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from pytorch3d.