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Mask doesnt work? #86

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Ademord opened this issue Sep 9, 2020 · 2 comments
Open

Mask doesnt work? #86

Ademord opened this issue Sep 9, 2020 · 2 comments

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@Ademord
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Ademord commented Sep 9, 2020

I am trying to use NDDS for a basic test export, since my mask isnt working.
I added a cylinder model from UE4, added an NVCapturable Actor tag to it and tried to export the mask, this is what I get (it blends in with the background == no mask?):

Here the middle one should be the only one masked (white).

Edit: The only way I got this to work and to export me a mask is to go back to blender and merge the "new" object with an "old" object, then export the .fbx and import to UE4, then the model has "some property i dont know about which old objects have and new ones dont" and the mask shows when exporting (but then the cylinder model inside UE4 should work flawlessly?...).

@mrkcass
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mrkcass commented Sep 18, 2020

I always duplicate the nvannotated actor class and add the duplicate too the scene. I open the duplicate with blueprint editor and then place my mesh in the static mesh component. If a meterial is set in the static mesh then the material will be automatically loaded when the static mesh is placed into the duplicates mesh component.

Nvanotated actor includes an annotation tag component. The component has a property called: include me. This must be checked to allow annotations to be generated. I'm trying to remember if this is where you may select the origin of the label as: from blue print name, from mesh name or annotation tag (component). It's either here, the blueprints details or the scene manager.

You should also include a scene manager in your scene. The scene manager does several things including a few that controls how segmentation images are created.

Not sure how your background is incorporated into the scene but making sure it is not included with annotation tag which should ensure no annotation is generated.

@Ademord
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Ademord commented Oct 7, 2020

Hello
Thank you for your reply. I didn't know a couple things you mentioned.

The solution came empirically to me: somewhy if my (mesh) object has the name "fake-circle" it will not be recognized by the SceneManager somehow. if i change the name to "fakecircle" then it segments as it should.

Something in the "name reading" of these special characters interferes and I did not have time to debug the origin of this.

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