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Messages - pjenness

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General / Re: Straight to height/color map , without mesh ?
« on: January 20, 2016, 10:25:44 AM »
I get the impression the camera must have its own depth data/map. In which case an arbitrary camera imported from say may would not have the depth info/data/cloud.

But....will give it a go.

Extracting from a UVed mesh straight to the depth cloud would be interesting. To bypass the mesh routines completely.

General / Re: Straight to height/color map , without mesh ?
« on: January 18, 2016, 10:53:11 PM »
You can right click one of your photos and export diffuse, depth and normal. I usually need more than that so I run everything through xNormal. Baking some maps from Photoscan and some in any other apps usually give tiny offsets that don't perfectly align in the end, so I would advice against it.

Oh wow, thanks for that!!

 I hadnt seen that feature. Results look interesting, will have to try again with intentional photos.

The main caveat with this approach seems to be it requires using the supplied camera positions, so you have to choose one.

Is there a way to for example supply a UVed mesh into the project that is say an average ground plane, or if a tree trunk , low poly cylinder wrapped into the space. And Extract the same colour, depth and normals from the dense data to the UVed mesh?

The only way I can think of at the moment is generating the highest mesh you can handle in zBrush etc, retopo, UV, bring back in and extract. But you always lose some of the detail in the shape edges (bark,rock edge etc) this way. If we could extract from the depth information that is per pixel the result should be more accurate right? (tho potentially a little noisy or holes in places of now data)


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


General / Re: Agisoft PhotoScan 1.2.0 pre-release
« on: August 09, 2015, 03:28:05 AM »
Orthophotos export and Keep UV options will be fixed in the next pre-release update.

Do you have a time estimate for the next release with the keep UV option?

Need to work out if worth waiting or reinstalling older version and re-running



General / Re: Agisoft PhotoScan 1.2.0 pre-release
« on: August 08, 2015, 02:12:53 PM »

Is it jsut me or is the import a mesh with UVS dropping the UVs?

Ive imported a few obj with UV and it wont show them in the mesh menu, and also generating texture (keep UV)  produces no result


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




Did this bleeding issue get resolved.
Blitzing the Alpha helps for realtime, however if you run catmul clark rendering (liek render man etc) you can smooth the UV thru the edge, so bleeding is still necessary.

So yeah I'd like to bump bleed options if they are not available yet.

Note, it is actually working on single tile, but if usign the multiple UV pages export that bleeding seems to not be there



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.




Feature Requests / Re: Build Texture -> generate uv tiles
« on: February 13, 2015, 08:45:40 AM »


Just wondering if devs have looked at this thread to consider it.

It would be REALLY useful for me right now I have a mode that has 6 UV tiles laid out in a row.
To extract textures at the moment I either:

Bring in the file 6 times with the UV tiles moved to the 0-1 position to extract the texture
Split the model into groups based on UVs, and have all the UVs overlap in 01-. This I think will create UV "pages" in Photoscan.

Ideally photoscan would update to be similar to Mari, Mudbox,zBrush, renderman where there is a tile naming structure

Mudbox uses something like U1,V1.  Renderman uses something like 1001 (first tile) 1002, 1003.....

Any solution is good if it helps automate it.

Either that or a script to help extract texture, save , shift next UV tile into 0-1 , extract, save , shift etc.

Much appreciated if this could be addressed, I think most of the functionality is already available, jsut needs tool scritped into place.



Feature Requests / Re: Build Texture -> generate uv tiles
« on: February 01, 2015, 12:39:14 PM »

Looks like this is at least half implemented with pages.

It uses the obj groups to make pages of UVs.

If can auto implement creating pages from the multiple UV tiles I think its almost there


Bug Reports / Re: importing meshes pro vs standard.
« on: February 01, 2015, 11:59:27 AM »
Hello pjenness,

How many polygons are there in the imported mesh?

And are Standard and Professional editions of the same build?

It was 6 Million poly with uvs
Same version 1.1.0 2004 64bit

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 / Re: How to mount an external camera on a Phantom 2 ?
« on: January 25, 2015, 07:04:38 AM »

I'm thinking of buying the Phantom 2[/b]


Id seriously first investigate 3dr IRIS+ . I have one and am part of the forum.

The support is better, and the options are more flexible and less expensive.

I have my sony rx100M3 or Canon S100 under it. Has plenty of power.


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