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Topics - pjenness

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General / Straight to height/color map , without mesh ?
« on: January 18, 2016, 01:48:47 AM »

Im wanting to use photoscan to make some displacement/normal/colour tiles for brick walls, grounds etc.

Currently the method I use is to go thru all the steps, create the mesh, then extract that information from a UVed plane, and put that plane (redisplaced the shape detail) back into photoscan to bake color.

Is there a more simple version where just let photoscan know, this is a planar (ortho I guess) data set, and I want displacement (height) and colour maps only.

It feels like this would be part of the ortho DEM solution, and could be used for texture tile creation, but I think Ive missed something?

Using the mesh approach, some fidelity is lost due to the mesh. If it was all pixel based then would get a sharper result.



Feature Requests / Smart masking tools
« on: August 16, 2015, 11:12:51 AM »

It would be great to have some addiotional advanced masking tools.

For example on one image select colours usinga picker and tolerance (similar to magic wand), and then propgate that across all frames.

This can be magic wand style (following the shape) and/or  all of color in an image (good for sky, green screen etc)

ANything to help masking that is reasonably repeatitive


Bug Reports / UV page bleeding not working
« on: February 20, 2015, 05:15:00 AM »

There is a thread in feature request, but actually its more of a bug.

The Single texture build and export bleeds nicely, but the paged UV version of texture creation and export doesnt seem to do the bleed.

Can some one double check this



Feature Requests / GPS in cameras information in BAsic version
« on: February 13, 2015, 08:51:26 AM »

Probably to much to ask for the standard version, but thought I would just in case.

Is it possible to jsut allow the GPS information of a photo to be used in standard version?

I dont need the ground control points and all those nice stuff, but I just want it to be able to align the photos that have gps info straight away. It really helps to define initial basic orientation and scale of the data set.




Bug Reports / importing meshes pro vs standard.
« on: February 01, 2015, 11:20:31 AM »

Stumbled across something that may be a bug

Im importing hires meshes with UVs back into my scene to make textures

In Pro version it takes alost 1 hour to import the mesh (obj)
In standard it takes 5 min  or so

Same scene , same mesh.

Might be worth testing?


Feature Requests / Save during long processing
« on: January 29, 2015, 10:28:17 PM »

A feature I would love to see is a safe feature during the long processing steps (alignment, dense cloud etc)

I have a job which I am now running the dense cloud step.
When the job started , for the first few hours it estimated around 8-10 hours, which was ok,

Im on the Generating Dense Point Cloud Step
I am now 49% done, 32hr elapsed, 33 hours to go.

The main problem is, this is completely tying up my CPUs making it to risky to try to run anything else on my machine.

It would be great to have a save button in the progress window that basically takes a snapshot of where it is up to
a) so if it crashes I dont lose 32 hours processing time
b) if I needed to use the computer or reboot for some reason I can, and then continue again later.

Even if it has to snapshot al the memory in use (many GB) its still worth it, as once the process is compelete we can delete those in progress snapshot files.



General / Filtering depth map stage?
« on: January 20, 2015, 04:31:06 AM »

Is the Filtering depth map stage (second part of dense cloud creation)   GPU or CPU based

I know the step before it is GPU, but then Im runing "Filtering Depth Maps" and the CPUs are maxxed.  So is it mainly CPU?


Feature Requests / Smart masking options
« on: January 17, 2015, 03:32:38 AM »


Ive found recently when I have flat white sky in manay of my images somtimes it gets calculate in the wrong place and I get white on top of th emodel. Usually when I dont have enough down angles to define the top correctly

This happens a lot with cliffs etc wher my main angles are from low looking up

Im finding the best solution is to mask out the sky.

It would be great if there was a smart solution for this (other than magic wanding manually every photo)



Feature Requests / More save options
« on: January 14, 2015, 10:51:12 PM »

Its probably been bought up before, but the ability to save at each step of th process would be appreciated.

For example, the ALign photos has a number of sub steps

Detecting Points
Matching points

Working on a big data set (1600 photos), I'd love to be able to save at each step. And reboot , flush memory etc.
I had an align last night get through a few of the steps then crash, it would be great to be able to restart from the last completed step.



General / Output height map and color
« on: May 04, 2014, 11:53:41 PM »

Im wondering if Ive missed how to do this in the docs, or it just isnt a feature.

I want to use photoscan to make some texture tiles of ground at different distances. For example close up for pebble and stick details, mid for slight wide details and then maybe later wide, for aerial details.

Is there a way for photoscan to assume it is on a plane and generate height and colour that match?
So instead of going thru th mesh process the out put is height map and colour map from a top (or defined ) projection?

I notice one of the mesh options is height field, which meshs it based on an axis. But instead it would be kool to just generate a map of height and colour together.

Is this feature in there aready?

I imagine the process would be something like,
  • Align photos of ground, or awll or whatever flattish object
  • Place or define a plane thru the points at whcih will be the base height
  • Run photoscan to generate the height map and colour map



Feature Requests / Support for multiple UV tiles (nd Udim)
« on: April 10, 2014, 08:46:26 AM »


In vfx industry we are often using multiple UV tiles on an asset/object. This is to allow multiple 4k,8k maps of super resolution.

Could this be supported in photoscan please.?

At the moment I am currently trying to bake textures to a high res rock formation model that has 9 UV tiles. At the moment I have to reimport 9 times into PS with Uvs that shift thru the first default tile.

It would be great to adopt the conventions that mudbox and other apps do..

Give a starting tile (if the first tile is 1, or 1001 in our case) then counts up.
Also set a uDIm , the u  row max . For example a uDim of 10 will allow a row of 10 tiles, then stack to next row. (ie first row 1001-1010, the second row  1011-1020 ...)

If this could be native to PS that would be amazing. If not could settle for a python script for Pro version.



Python Scripting / Camera isAligned, isCalibrated?
« on: March 02, 2014, 11:53:28 PM »

Im looping thru cameras in my active chunk and want to test each one if they are aligned (maybe later if calibrated)

is there an attribute or function that I can acesss?

Something like:

Code: [Select]
import PhotoScan

doc =
myActiveChunk = doc.activeChunk
myCameras = myActiveChunk.cameras

for eachCamera in myCameras:
   if eachCamera.isAligned:
          print ('I am aligned ' )

Looking thru the api I cant find anything. Only an int for how many cameras aligned in a chunk.

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