Agisoft Metashape
Agisoft Metashape => General => Topic started by: mrrafs on September 14, 2014, 05:20:40 PM
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I'm learning how to use PS. How does this sound for my workflow so far?
Its a test of concept for a vfx set extension interior of a Edwardian market in london.
1) imported 650 photos of an interior, added lens
2) aligned
3) added 40 markers - markers on non-key photos are all in the matching position - so assume all is good.
4) 'align selected cameras' - for all cameras.
5) build dense cloud
6) tried to optimize but it failed so skipped this
7) tried to build mesh - after 4 days i was getting render times of two weeks at medium so i stopped it. (2.9 i5 proc / 24gb ram)
7) duplicated the main chunk (250,000 points), keeping all markers, and broke it up into overlapping 7 chunks of between 50,000 & 70,000 points. (took 6hours)
I am then going to:
8 ) align chunks (marker) & merge chunks (no scale fix)
9) texture.
When running the build mesh i assume whether a camera is there or enabled makes no difference as its just building a mesh from the point cloud?
ta .rafal
www.movingimagearts.com (http://www.movingimagearts.com)
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Yes it's just meshing the point cloud. How many polygons will be in the final mesh. I've got 32Gb of RAM and find I can "only" produce about 10-12M faces from a 300M point cloud
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-thanks bigBen.
- Another questions please peeps:
- If when doing the texture stage, can i swap out the files of 16bit tifs (made from single RAW) to HDR 32bit tifs with exactly the same name?
- Can i export the mesh to a program like Geomagic to do cleanup / selected noise reduction and then import the mesh back before texturing?
will that work?
thanks
Rafal
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- If when doing the texture stage, can i swap out the files of 16bit tifs (made from single RAW) to HDR 32bit tifs with exactly the same name?
Should work (?)
- Can i export the mesh to a program like Geomagic to do cleanup / selected noise reduction and then import the mesh back before texturing?
Yes as long as you don't translate or scale the mesh
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ok thanks will try.... after i work out how to render a big enough texture without my modest box dying.