RealityCapture 1.5 → Unreal reality scene
RealityCapture 1.5.1 is installed locally at:
C:\Program Files\Capturing Reality\RealityCapture\RealityCapture.exe
The reconstruction pipeline is in Tools/reconstruct.ps1. It creates one isolated RealityCapture project and FBX output per repository. The resulting FBX is imported into Unreal as a UStaticMesh, then assigned to the RealityCaptureMesh property of that repository’s AGitWorldRepoWorld actor.
Input requirement
Provide a deliberate capture folder containing at least three overlapping photos of the same physical scene. The current Downloads folder contains mixed personal/media files, so it is not selected automatically.
Reconstruct a repository scene
From this phase2-unreal directory:
& .\RealityCapture\Tools\reconstruct.ps1 `
-RepositoryId pax-coder `
-InputFolder 'D:\Captures\pax-coder-plaza'
The script runs -addFolder, -align, -selectMaximalComponent, automatic reconstruction-region setup, model calculation, texturing, FBX export, and project save. RealityCapture’s command-line workflow and these reconstruction/export commands are documented by Capturing Reality: CLI, reconstruction examples, and model export.
Import into Unreal
- Generate Visual Studio project files from
GitWorldUnreal.uproject. - Import
RealityCapture/Output/<repository-id>/<repository-id>.fbxinto/Game/RealityScene/<repository-id>. - Enable Nanite on the imported static mesh and create a collision setup appropriate for walking.
- Assign the mesh to
RealityCaptureMeshon the matchingAGitWorldRepoWorldactor. - Adjust
RealitySceneTransformfor centimeters/origin alignment; keep the repo’s walkable bounds around the imported scene. - Press Play and walk through the physical scene while build blocks, signs, portals, and events remain attached to the repository sandbox.
The Unreal renderer remains DX12/Nanite/Lumen. CUDA is an optional compute pass for build-field weights; RealityCapture’s photogrammetry reconstruction is run by its own installed application.