Lighting of the models

#49
by Cyric-the-Dark - opened

A lot of 3D creations, from single image, comes out with the texture of the area being created black, or extremely dark.
The idea of 3D model is to have all the model visible, shadow will be added when rendering.
Can you please review the way the texture are generated? A multi point light or a diffused illumination could be added?

Thank you

This is also my experience.

Digging into the code I suspect this is actually baked into the generated gaussian splat, before mesh extraction and thus the postproc has very little control over the lighting that ends up being baked into the texture...

Explanations:
Inside the function postprocessing_utils.to_glb() on line 443 here, views of the gaussian splat (or radiance field, whichever you fed the exporter): extrinsics, intrinsics = render_multiview(app_rep, resolution=1024, nviews=100) where app_rep is the generated splat. And then this is fed to the bake_texture() call. Just to be sure I have tried the texture baking mode from "opt" to "fast", essentially bypassing the texture optimization process, and indeed the resulting texture still contains the baked light. This most likely means the lighting is already baked into the splat.

+1

I'm looking for some way to reduce the strength of the shadows/ ambient occlusion baked into the texture. This is so that more lighting can be done afterwards instead.

Some baked shadows is great, but I feel it could be reduced by about 50% as a default.

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