This article is for V2 and V1 3D scanners.
This article is for V2 and V1 3D scanners. Texturing captures color information from photos taken during scanning and applies them to the generated point cloud. Textures can be enabled for meshed scan projects, and included when exporting/saving to MFPROJ or OBJ file formats.
To capture textures, check Capture in the Texture Settings toolbox.
The Texture camera feed (displayed as a smaller photo on the bottom right hand corner of the Geometry camera feed) shows the exposure that will be used for texturing.
Look at this smaller, inset photo while adjusting the Texture Settings slider to select the exposure which gives the best representation of the object's color. You want an exposure that shows the colors on the object in a bright but not overexposed manner.
Textures for a Regular Scan are capturing during the same bed rotations as the scanning operation.
Textures for a +Quickscan are captured during an additional bed rotation after geometry is captured.
Here are three examples for Texture Settings exposures. Note that the Geometry camera feed screen, for the laser detection exposure, doesn't change. The texture exposure is shown in the small, inset image at the bottom right hand corner.
This is overexposed. Capturing textures with this exposure
will result in hot spots and uneven colors.
This is underexposed. Capturing textures with this exposure
will result in a dark object.
This is a good choice for capturing color because the object
is evenly lit with minimal shadows and hot spots.