Comments (1)
We output standard triangle meshes with textured PBR materials. The released code exports geometry as Wavefront .OBJ, which cam be opened and visualized at interactive rates in most 3D editing tools.
Materials a standard PBR materials, with a base color texture, a ORM map (roughness, specular) and a tangent space normal map.
An example on how to map the materials to Blender's PBR material is provided here #21 and it should be straightforward to do the same in other 3D tools.
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Related Issues (20)
- Help!Why is the resulting mesh of such poor quality HOT 3
- Train datasets
- Not able to learn specular and diffuse properties HOT 1
- What's the purpose of custom mipmap build function. HOT 2
- Add a how to cite! HOT 3
- Large gradient at mesh vertices HOT 1
- JSON parameter optimization for Mesh extraction HOT 2
- The results generated by the nerd dataset are poor HOT 4
- what's the poses_bounds.npy's data format HOT 3
- question about code details HOT 2
- is there any way to use multi lights? HOT 2
- How to train from a pre-defined mesh? HOT 2
- Creating a new bsdf_256_256.bin HOT 5
- util.rotate_x seems inverse from gl's right hand rule HOT 1
- Use DMTet on udf. HOT 2
- Why isn't the MLPTexture3D using the tcnn Network definition HOT 2
- OSError: CUDA_HOME environment variable is not set. Please set it to your CUDA install root. Building PyTorch extension for tiny-cuda-nn version 1.7 Obtained compute capabilities [86] from environment variable TCNN_CUDA_ARCHITECTURES Detected CUDA version 11.6 Targeting C++ standard 17 [end of output] HOT 1
- Getting stuck during installation HOT 2
- Normal map for training HOT 2
- `groupshared` is not supported in slangtorch. HOT 1
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