DECA
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The eye texture got to the wrong position
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?
same problem here
I think my guess is reasonable, becuase the aligment result of eyes is corresponding to the shift of eye texture
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.

Duplicate of #29
Those are vertex shading. You can turn it off in meshlab or disable in rendering code.
With Vertex shader
Without Vertex shader
@Griffin98 Where is that in the rendering code?