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Medium - Export Pipeline guide

MattHickmanMattHickman Posts: 359 Oculus Staff
edited September 2017 in Oculus Medium
Hi all, 

As you all probably know we've expanded a lot of the export options within Medium at our V1.1.1 update. To walk you through all the options, what they mean, and how they all connect we made this little guide for you. 

Enjoy!

Let us know if you have any questions. 

*EDIT: Update to include origin information
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Comments

  • P3nT4gR4mP3nT4gR4m Posts: 1,639 Valuable Player
    slight error at the bottom of the export diagram, file format should be fbx & obj? But, yeah, good info. Cheers!
  • MattHickmanMattHickman Posts: 359 Oculus Staff
    Doh, fixed. 
  • ctuchikctuchik Posts: 63
    Hiro Protagonist
    This works really well now, results are usually really damn good.

    The main issues with the generated meshes seem to be duplicate verts and lots of loose parts/shells. Easily fixed after exporting, but that does mean baking new normals. If the exporter could remove doubled verts and weld/union everything into one shell (maybe a checkbox?) before building the textures it would essentially be perfect!
  • Sterling77Sterling77 Posts: 487 Poster of the Week
    Any chance of doing an IMPORT pipeline guide ?? :?
  • FearDaAlienFearDaAlien Posts: 49 Poster of the Week
    Yeah, an Import workflow would be nice. I always got some artefacts when importing models as a stamp (but i think this is the way medium works). My workflow so far is making the brush really big and then going over it with smoothing and repairing Holes and then use the repaired sculpt as a new stamp.
  • Sterling77Sterling77 Posts: 487 Poster of the Week
    I'd really like to know the best way to strait from zbrush to medium without bypassing through Maya to fix normals and tit tat - I can do a trial and error but that hard part is pulling the headset on and off check and chucking files in and out 
  • MattHickmanMattHickman Posts: 359 Oculus Staff
    I'd really like to know the best way to strait from zbrush to medium without bypassing through Maya to fix normals...
    We have a fix for the normals and quads import issue very soon.
  • MonstaahMonstaah Posts: 143
    Art3mis
    Any chance of someone creating a video tutorial for getting your created characters from medium into vrchat through blender?..
    PC Specs:

    Black Box, with wires & some kind of electronicy stuff inside..
    oooh it even has lights!! =)
  • Sterling77Sterling77 Posts: 487 Poster of the Week
    @MattHickman I take it will have a new version soon - regarding all the new transform gizmos and all :) still feeling a bit confused
  • MattHickmanMattHickman Posts: 359 Oculus Staff
    Updated the guide to include sculpt origin info
  • Sterling77Sterling77 Posts: 487 Poster of the Week
    I have found that the lathe origin is a good way to centre a sculpt to like a home position. Are you considering putting a home origin option in ? 
  • MattHickmanMattHickman Posts: 359 Oculus Staff
    Yeah, for the purpose of exports and previews we may do a little trickery with how the sculpt is oriented relevant to the camera just to make it easier to get it right off the bat. 
  • Sterling77Sterling77 Posts: 487 Poster of the Week
    Yeah, for the purpose of exports and previews we may do a little trickery with how the sculpt is oriented relevant to the camera just to make it easier to get it right off the bat. 
    Awesome look forward to it - I think what would be good is a reset home position - just like the default sphere scene at start up - like I'm ok with tweaking translate and rotate, but have come into issues with pivot origin drift - esspecially when in mirror. 
  • t1t4t1t4 Posts: 8
    NerveGear
    Is there anyway to change the default path Medium uses for saving files? Want to switch it to a network drive so files are by default accessible across the local network.
  • MattHickmanMattHickman Posts: 359 Oculus Staff
    t1t4 said:
    Is there anyway to change the default path Medium uses for saving files? Want to switch it to a network drive so files are by default accessible across the local network.
    You should be able to reggedit this: HKEY_CURRENT_USER\SOFTWARE\Oculus\Medium\LibraryDirectory
    If you're comfortable doing so.
  • jpenjpen Posts: 5
    NerveGear
    Will give it a try
  • t1t4t1t4 Posts: 8
    NerveGear
    Used regedit to change the path and it works. The down side being you have to copy all of files from the default path to the new path for it to work. Really just want to point the sculpture directory there and maybe a few of the others not preferences and everything else.

    Any way to specify the path for specific sub directories?

    Any plans to let the user pick a path on save? Or set other paths?
  • MattHickmanMattHickman Posts: 359 Oculus Staff
    t1t4 said:
    Any way to specify the path for specific sub directories?

    Any plans to let the user pick a path on save? Or set other paths?
    No way to do this yet, but improving the import/export pipeline is high on our list right now. 
  • elefantopiaelefantopia Posts: 32
    Brain Burst
    edited February 16
    The export pipeline is missing one step for drop-in use : texture inflating, to avoid black edges at high Mip.
  • elefantopiaelefantopia Posts: 32
    Brain Burst
    Is export decimation % per layer or global?
    The door and door frames were sculpted in lower res, they need more polys but the white part steals them all so I think it's per layer.

  • JPBensonJPBenson Posts: 15
    NerveGear
    I am doing photogrammetry using 3dflow's zephyr. When I take my mesh with colored verts, import it as a mesh in medium, modify it in medium, then try to export it and import it back into zephyr, the orientation has changed!

    I see some things about setting the orientation in the export guideline, but it's unclear as to what the workflow would be for accomplishing my goal of importing a mesh and then exporting it with the same orientation as it had coming in. Also, trying to use the orientation thing in the layer dialog is very frustrating. a more simple way to have your model get exported with the same orientation as it was imported would be a great feature to add!

    Any help would be much appreciated. I want to spend hundreds of hours in medium sculpting my meshes, but this is preventing me from doing so.
  • JPBensonJPBenson Posts: 15
    NerveGear
    I have been trying for multiple days to do this. I got it to import back into zephyr correctly once and got it to import correctly back into reality capture once. however when I go to reproduce what worked, it doesn't work.

    It seems when I set the orientation to 0,0,0 for the space that it switches the object or sculpt's orientation to 0,.7,1 and when I switch the object and sculpt's orientation to 0,0,0 it switches the world's orientation.. but only sometimes! so confusing. How do you get things to import with their correct orientation and export with the same orientation?
  • SmallpolySmallpoly Posts: 17
    NerveGear
    edited June 27
    The automatic normal map creation for the low res is awesome!
  • ClampinatorClampinator Posts: 15
    NerveGear
    I'm having a LOT of trouble exporting with the right orientation / scale / location.
    I've used RealityCapture to create a very nice photogrammetry based mesh with texture.
    So far so good.
    I can import this into Medium, and it comes it at a given location / scale / orientation.
    I want to manipulate it, rotate it to get to the corners, scale it to access the fiddly bits and move it cause I'm seated (I do this all day).
    However as soon as I do so, the mesh loses all export location / rotation / scale information. The mesh can no longer be exported from Medium in the hope that I can re-import it into RC for texture re-projection.
    This last step is vital, as Medium seems to be unable to export textures without re-lighting them.
    As I want the flatted lighting that I got with RC (so I can light them in the game engine) I have to go back to RC fro re-projection of the original flat captured textures.

    I guess what I'm asking for is this-
    A way to either
    a) have the clay / mesh use the original unlit textures created by RC
    b) reliably export in a way that allows me to re-import to RC with the right location / rotation / scale data.
    As RC exports with a .rcinfo file that contains the translation data needed to lock an import to the right place (if its export axis wasn't all gunked up by Medium) perhaps Medium could use this .rcinfo file? I dunno. I'm grapsing here. I've spent days trying to get Medium to either export reliably or not mess with the textures. Both have failed.

    Anyone got any ideas?
  • ClampinatorClampinator Posts: 15
    NerveGear
    How do we ensure that the exported mesh has the same location / rotation / scale that it had when it was imported?
    So I can re-import it into Reality Capture for re-projection.

    Alternatively, how can we prevent Medium from recolouring the textures? I need to have the flattened lighting created during capture time, so I can relight it in Unity.
    If I can get that, I don't need to go back to RC.
  • ClampinatorClampinator Posts: 15
    NerveGear
    Essentially, it seems the only way to ensure that the mesh exports in the right way is to never actually manipulate it. Which sucks because the manipulation tools in medium as so good.
  • ClampinatorClampinator Posts: 15
    NerveGear
    Is it a case of zeroing out a few of the transforms?
    If so, which ones? The world ones for the sculpt layer? or the object layer?
    I noticed the circle on the ground seemed to only update when the sculpt layer was transformed, but not when the object layer was. Is that significant?
  • ClampinatorClampinator Posts: 15
    NerveGear
    I may have figured it out. Took a couple of days, but is this right?
    You can manipulate the transforms of the sculpt parent layer as much as you like. The export coords are taken from the object clay layer, which is always effectively 0,0,0, because you don't translate that layer, just the sculpt layer.

    I think.
  • jessicazetajessicazeta Posts: 127 Oculus Staff
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