Comments (2)
Thank you for your interest in this work!
To answer your question, I have not yet implemented this feature now.
It would require querying the BRDF and normals for each mesh vertex in 3D space, which involves first obtaining the intrinsic feature of the mesh vertex and then querying the corresponding MLPs. After obtaining the BRDF and normals, they would need to be mapped into a material textures map and normal map using some graphics algorithm.
If you tried it by yourself, please feel free to tell me if you have further questions.
from tensoir.
It would be helpful to implement texture export function.
from tensoir.
Related Issues (20)
- release date HOT 2
- Artifacts observed on synthetic hotdog with single lighting
- Questions about the radiance field color loss HOT 2
- [Code] Enable gradient in renderer.py HOT 4
- Limitation on glossy materials HOT 5
- Results on out-bounded scenes ?
- Troubleshooting Unbounded Scene
- Question about the rescale ratio for diffuse color HOT 1
- Doubts about the failure of the environment map estimation HOT 1
- The nerf synthetic dataset cannot be trained HOT 1
- How to get high quality textured mesh? HOT 1
- dataset's website can't log in HOT 5
- could you provide Armadillo.blend HOT 2
- How to generate the Environment Maps on our own dataset? HOT 4
- Problems Generating My new dataset HOT 2
- Project page indirect vs direct lighting image flipped. HOT 1
- How can I train real data? HOT 3
- How to get nice lego geometry? HOT 2
- Out of memory when training on custom blender scene HOT 2
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from tensoir.