Hey guys. I have a problem with importing the PFtrack primitives into Maya or Nuke, and putting textures on them.
I've tracked a scene with PFtrack, added some primitives which I like to export with my pointcloud and camera. Exporting as a nuke script will give me only the pointcloud and the cameramove, so Ill have to export the scene again for my primitives, as an .fbx, or as a .ma (maya) and use the obj file thats exported with the maya file.
However, when I import the .obj or the .fbx into nuke, I can't get them textured. I can apply different images, checkerboard etc, but I only get one overall color of the texture (gray for the checkerboard, a blue for a sky, etc).
Strange enough, I have the same thing in Maya. The obj files won't accept any textures (well, they accept, but wont render or preview), and the .fbx geometry is just entirely distorted, pixelated, with a slight patern of the wireframing as it was in pftrack. When I import random .obj's and .fbx's, they have no problems with the textures
Anyone have the same issues, and knows a workaround ? I'm starting to think that PFtracks primitives aren't working as they're supposed to.
After some more investigation, I found out that the texture applied to the objects in Nuke, doesn't just have an "overall" color, but it has the colorvalue of the pixel located on 0,0 (bottom left corner). When I scale the textures up with a transform, you see the different colors fly by.
However, the value that gets wraped around the objects is always constant, no gradations. And when I scale the checkerboard up, I get about 5 gradations of grey (maybe the cubic filtering from the transform?).
That reminds me, when I got into maya and see how the UV's in the Maya UV editor looked like, I found out the objects don't get displayed in the UV editor (is that even possible?)
I have no clue what this problem is, I'm just trowing some information here in the hope someone else can find out what's causing this issue.