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Implemented mesh texturing instead of vertex colors

Open iffyloop opened this issue 10 months ago • 13 comments

First of all, thank you to Tripo AI and Stability AI for open-sourcing TripoSR! I was quite surprised by the quality of the TripoSR-generated models, and even more by the fact that I can use TripoSR on my old 2016 laptop without a CUDA GPU.

As others have asked, I've run into the problem of wanting to texture meshes generated with TripoSR instead of relying on vertex colors, thus I recently implemented a texture baking system available here: https://github.com/iffyloop/TripoSR-Bake This system not only bakes the NeRF color data to texture instead of vertex colors, but the process has been split into two parts, allowing users to edit and refine the generated mesh before baking the texture to their customized mesh, since editing geometry after baking tends to ruin the UV mapping.

(I'm opening this issue since I've seen various questions on this issue tracker and elsewhere online about texturing TripoSR-generated models, but please close if this is not the appropriate place to post or if it is unhelpful self-promotion. Would also like to get any suggestions from TripoSR developers/users on how this process could be improved).

iffyloop avatar Mar 28 '24 21:03 iffyloop