Open pointcache opened 2 years ago
Verbose mode already provides lots of informations in the terminal:
[glow@arch ~/f3d/build]$ ./bin/f3d ../src/testing/data/dragon.vtu --verbose
Loading: /home/glow/f3d/src/testing/data/dragon.vtu
No array found for scalar coloring and volume rendering
No camera available in this file
Number of points: 69827
Number of cells: 139650
2 point data array(s):
Normals : float : [-0.999971, 0.999813] [-0.999992, 0.999986] [-0.999988, 0.999995]
UV coordinates from field : float : [0, 1] [0, 0]
0 cell data array(s):
0 field data array(s):
No animations available in this file
Not coloring
Not coloring
Camera position is: 2.26745, 3.82625, 507.698.
Camera focal point is: 2.26745, 3.82625, 9.63185.
Camera view up is: 0, 1, 0.
Camera view angle is: 30.
Is that what you are looking for ?
Using hotkey M
or --metadata
option display vertex and triangle count.
Hi i tested on an fbx file, i have no metadata. I assume metadata implies the information is read from the file, and not computed on load?
Unfortunately, it's not working for FBX yet (and all "full scene" formats), but it should be relatively easy to implement.
all "full scene" formats
Some full scene importer provide metadata, but definitely not fbx. I will rename the issue to focus on fbx metadata.
Thank you!
Actually if you look at what i initially asked, i don't think just reading meta is enough. If its possible, consider adding expanded statistics. Right now this is a tool for artists to view their work, but it has the potential to become very powerful validation tool. You can see how a similar "debug" mode works in 3dsMax . What im saying is that this tool could be invaluable to technical artists/supervisors who have to deal with massive amounts of meshes daily, if we have the tools to validate those things. Recently had a mesh with submeshes just hidden inside the geometry (artist error) which inflated the tricount significantly. I had to explode the whole mesh to find it out, which could be remedied with some form of submesh outline/ transparent unique color render mode.
which could be remedied with some form of submesh outline/ transparent unique color render mode.
It's not supported for FBX yet, but the geometry mode can help you for that: f3d myfile.gltf --geometry-only --opacity=0.2 --depth-peeling
I just convert fbx to gltf by FBX2glTF;then read the ".gltf" file to get the related matedata .
for example get the materials count by shell script : cat example.gltf | jq '.materials| length' | awk '{if($0 >0 ) print $0 ; else print 0 }')'
This may be done in the context of #653
Is your feature request related to a problem? Please describe. Need stats display. At least the "overall" for everything loaded (selection of separate meshes and displaying selected stats would be more complex).
Describe the solution you'd like Add the following to the metadata of the fbx importer
Describe alternatives you've considered So far its only to load it into blender/ engine.
Additional context I want to use this tool not as an artist but as someone who has to validate meshes.