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Messages - gateway

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1
@gateway
I can only give you idea of my workflow, but it is outside of MS:
-create pointcloud in MS, export it to cloudcompare and apply poisson surface reconstruction, then export mesh to meshlab and apply "Simplification: Quadric edge collapse decimation" filter(this gives you overlap/dark triangles free mesh)

I totally forgot about meshlab.. thanks for the reminder.. do you run any other options in meshlab or just that one?

2
The thing that annoys me the most is that MS and Blender have their X-axis at 90 degrees to each other. I always have to do a rotation of -90 in Blender to get the model to the correct orientation.

when you import to blender select z up and it should work

3
Thank you, Ill give it a shot and report back, but can we get just snap model to 0,0,0 then rotate as needed?

Also any idea on these massive face issues with overlapping etc? its a lot of work to clean up..

4
Thanks for the reply..  I created a video of m workflow and I also used advice from the post above about turning on the grid and moving the mesh around to eventually get it sorta aligned but even then it comes in at 90 degree's in blender.

So the first part of the video is the Wizard Geyser.. this was just a project I did, added photos, aligned , textured, decimated, exported and then brought into blender, as you can see its at a weird angle and I have to snap the object to the center of the origin then get it aligned so its easier to work with.

The 2nd part is of Fly Geyser which I used the above method of turning on the grid and moving the object into place, however you can see it still comes in as 90 degrees off.. which is much better to fix.

So while this works I have to remember after clean up to rotate it 90 on the translation and hope it comes in properly back into MS.

Also on a big big separate note no matter what I do with drone scanning landscapes have sooooooooo many overlapping faces.. even after decimating, smoothing in MS.. I spend hours cleaning that up.. thoughts?  sorry dont mean to distract from the main issue.

IM using the standard version since I cant afford pro :(

video to my issues.. https://youtu.be/WsUTOVmUWpo it was still processing when I posted this..

5
Hi, you can enable show grid in MS(menu Model - Show/Hide Items) and then manually rotate and translate model somewhere near [0,0,0](two crossed lines in grid)...it does not need to be perfectly aligned with XY plane. Then export 3d model to blender, do cleaning and export back to MS.

Yea.. its not as easy with their translation gizmo.. I try to do this but always just never works out that well and im spending way to much time mucking around trying to get it to align.

Ideally a center point could be added to the model and that center point could be snapped to 0,0,0

but thank you for your reply.

6
Hey everyone I know a lot of people struggle with this so I'm trying to find a solution that works for people exporting their objects from MS and cleaning them up in Blender.  I usually do this, and the object from MS comes in not at the 0,0,0 with no rotation which would be soooo ideal and save a lot of time because when you want to export out that object you can just do it from the center of the coordinate system instead of trying to figure out where in 3d space the object came in as.

I usually clean up in Blender then export back into MS to bake the higher quality textures back..

I may be missing something simple in MS, but man this has annoyed me for years.  Can we get something like Blender has that snaps the object to the center etc..

What are people doing and again sorry If i missed a simple export setting to do this. 

7
General / Re: Green blotches on textures generated.
« on: August 04, 2021, 07:28:10 AM »
Hello gateway,

Probably, there are some incorrectly aligned cameras. You can try to install Professional edition (run it in Demo mode), open your project and put markers in 3D to the problematic spots. Then use Filter by Marker option and check the images shown in Photos pane and see, if the marker projection corresponds to the proper spot or not.

I already have expired my pro license a while ago when testing and unfortunately I cannot afford the pro version to save my life :) I guess Ill just have to figure out what to do next.

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General / Re: Green blotches on textures generated.
« on: July 31, 2021, 11:53:32 PM »
Which Metashape version are you using? There were rainbow bleeding errors pre 1.6.6.

I have build 1.7.3 build 12473 (64 bit) on my mac.

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General / Green blotches on textures generated.
« on: July 31, 2021, 12:15:36 AM »
Hi, I have noticed on a few of my models that when I generate a texture usually a 8k one that some parts just have these green kinda of dots or what would look like a chromatic abberation.  I usually do drone shots and try to get as close to my subject as possible.

For my diffuse settings I have source data as images, blending mode Mosaic, texture 8192, hole filling and enable ghosting filter..

Thoughts on getting higher quality and less weird colors in the texture?

Please not their are more images and the image attachment was scaled down do to the upload size..

Thanks!

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General / Re: how to reset / align my gizmo selector?
« on: June 05, 2021, 03:29:04 AM »
Anyone???

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General / how to reset / align my gizmo selector?
« on: May 31, 2021, 10:10:39 PM »
So I'm sure this may of been covered a few times but im not really sure how to reset or align the movement/rotation gizmo?

I find it hard at times to rotate properly around my objects because the gizmo is at such a weird angle..

Suggestions?

12
General / 360 Panos Crashing MS
« on: May 09, 2021, 10:35:31 PM »
I was wondering if anyone else is experiencing 360 panos crashing during align, or dense cloud generation?

I created this virtual tour ages ago for my buddy since he did some amazing artwork for a local restaurant.  I wanted to bring those panos in and see what MS could build out of it.

Here is a link to the tour to see what images I was testing out.

My process is shooting with the Theta Z1 in Dual Fisheye HDR 9 shots that get blended into a 16 bit file.  In Lightroom I process this a bit and stitch it with the theta stitcher or PTGui.  Once done I usually build my tours with the tiff files but anything I post online uses jpg for Facebook etc.  I was wondering if something was causing MS to crash.

I can provide some of the jpg files to the devs if they want to look at it.

Thoughts?

13
General / Re: Clean up work flow? What's yours?
« on: May 05, 2021, 10:07:20 PM »
Have you tried building the mesh from depth maps?
The resulting mesh is always much better in my experience.

Greetings

I started too but after 21 hours I killed it, it seemed to be stuck at like 94%.. Maybe Ill test it out again to see what results can be built.

14
General / Clean up work flow? What's yours?
« on: May 04, 2021, 10:58:13 PM »
So I have been doing scans on and off for the last few years starting with the company that has the word pix in the name to photoscan to finally buying the standard licensee of metashape.  I have been tasked to do some landscape and higher scans of items on the landscape for an upcoming project where Ill eventually take all this into VR to be viewed.

So I have been messing around with my work flow using some old landscaped data I scanned with my drone (Nadir Images) and wanted to see what you think of how im processing data, what options potentially in metashape I can use and what you find is helpful with cleanup and uv'ing.

Here is a shot of Fly Ranch with the amazing Fly Geyser, which was generated by 318 cameras and produced a model of about 24mil polygons.  Notice that the hot springs have holes in them.  I realize that the process of photogrammetry has had a hard time with water, trees and other types of vegetation but is their something I can do to help on the initial model creation have these filled in. 

I do use the fill holes option which creates some really nasty set of polygons, but is their another way prior to helping Metashape fill these in?

From here I usually try to use gradual selection to find all the floating items and delete them, is this the best way with a mesh so large? Doing manual selection and deleting items takes way to long.

After that I usually do a few things such as make a copy of the model, fill holes, decimate down to 1/2 or 1/3 then smooth the mesh.  I can then build the textures by baking from the high poly down, which gets me a model I can usually work with in a 3D program (I use blender).  What I dont like is how metashape does its UV's, is their additional tools in MS that can help with this?

From here I make the decision to do the following.  Export out the model, run it though the free topology software (Instant Meshes) which further decimates the object and tries to keep a nice topology of quads or tries depending on what you select.  Then I take that exported model out into blender and use the sculpt tool (smooth or flatten) to remove bumpy areas, and in this case its all the water.  From here I try to build UV's using either Smart UV or just UV and see if it can generate a nice UV layout.

Finally I bring it back into MS and then do a bake to this much more cleaner mesh, or Ill test baking in Blender to see what results are better.  From their I repeat the process until I hit a target polygon size depending on where it will be rendered out.

Any other suggestions.  I seem to struggle a bit with the UV side of things and have been told to use Zbrush but well I'm not going to pay yet another fee for something that I only use a few times.

Does anyone have any other workflow? I would be curious how you clean your meshes, retopo , optimize and bake?

I did write a small article and do a short videos from a scan I did of a cliff face which turned out ok (dam trees, how can we get better results or remove them easier)  See this blog post .  Short video

I guess in a long winded way I'm looking for suggestions on workflows when it comes to large or complex models.

If anyone is interested I may do a 4 part video of my workflow, however I would love to hear some tips on getting better results out of MS ..


15
General / Smooth Mesh Selected?
« on: April 28, 2021, 05:34:24 AM »
Any chance we can get this option? For some meshes I want to keep sections of it at a less smoothed and around the mesh in certain areas smooth it out more?

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