Hi, is there any way (or hack) to export the raw point cloud view look of a capture? To a 3D format that I could use in Unity? Thanks! Michel
Hi Michel @doubleA
There are a few ways to playback Depthkit as raw pointclouds in Unity.
I’ll acknowledge first that the “right” way to do this for Scatter to implement a “Look” for pointclouds in our Unity plugin, it’s something we have played around and a few customers have asked, but haven’t prioritized it
In lieu of an official solution from us, here are a few hacks that can get you there:
Option 1: Modify Depthkit Core to draw Points instead of Triangles
This quick approach is how we have achieved this before, it’s easy but has the drawback of not rendering all the points at full density.
- Ensure you have Phase 8 (depthkit.core package version 0.12.2)
- Apply the Depthkit Core Look (not Studio Look) to your incoming clip. It should visualize all perspectives as separate meshes with correct calibration.
- Under Packages/Depthkit Core/Runtime/Looks open ProceduralLook.cs
- Change line 48 from MeshTopology.Triangles to MeshTopology.Points
- Your render will show up as a point cloud!
- Make sure you set the Mesh Density to Full in the Depthkit Core Mesh Source component settings
Option 2: Export OBJs and compress them into Alembic sequences
This one requires some tricky 3D workflows, but no shader hacking
When you export an OBJ of a take captured with a Depthkit Studio calibration, the calibration is applied to the origin of the OBJ. You can export each perspective from a capture, then combine all the OBJS together into an alembic sequence and render it as a point cloud.
Check out this tutorial on calibration validation that explains the OBJ export process with Depthkit Studio captures
This approach will require some complex 3D trickery but will give you all the points and control over the geometry.
Let us know how it goes and we can continue to work on a good solution for this.
Great, thanks James!