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The eye texture got to the wrong position

Open Zenway-Wong opened this issue 3 years ago • 7 comments

snapshot_201 snapshot_100

Zenway-Wong avatar Dec 10 '21 07:12 Zenway-Wong

I guess this is caused by the inaccurate aligment results used to remap the source image to be texture output.

But in fact the BFM model is used to form albedo, is it possible to directly use that?

Zenway-Wong avatar Dec 16 '21 04:12 Zenway-Wong

same problem here

qiankl avatar Jan 07 '22 07:01 qiankl

I think my guess is reasonable, becuase the aligment result of eyes is corresponding to the shift of eye texture

Zenway-Wong avatar Jan 13 '22 08:01 Zenway-Wong

Did anyone manage to get this corrected? I tried using the FLAME_albedo_from_BFM.npz too as @Zenway-Wong suggested. But results are still the same.

Screenshot 2022-01-19 at 9 30 14 PM

bornfree avatar Jan 19 '22 16:01 bornfree

Duplicate of #29

bornfree avatar Jan 20 '22 05:01 bornfree

Those are vertex shading. You can turn it off in meshlab or disable in rendering code.

With Vertex shader Screenshot from 2022-02-17 18-18-41

Without Vertex shader Screenshot from 2022-02-17 18-18-52

Griffin98 avatar Feb 17 '22 23:02 Griffin98

@Griffin98 Where is that in the rendering code?

emlcpfx avatar Aug 16 '23 20:08 emlcpfx