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Messages - james___Uk

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1
General / Re: Texture artifacts on mesh edges
« on: August 13, 2016, 02:16:39 PM »
Hey I was wondering if this was ever fixed or if it's in the works at all?
I try after every update mate. I just tried 2 days ago and was wondring this. There was a update not too long ago.
Still happens. Anyone from Agisoft?
Ahh not just me

Hello,

We are working on the mosaic blending improvement.
Awesome :) Thanks

2
General / Re: Texture artifacts on mesh edges
« on: August 12, 2016, 08:50:40 PM »
Hey I was wondering if this was ever fixed or if it's in the works at all?

3
General / Re: Texture artifacts on mesh edges
« on: April 14, 2016, 01:13:28 AM »
Thanks for the photoshop tip but I do worry about there not being enough sharpness for closeups sometimes XD

Thanks for the official response too Alexey Pasumansky, that makes a lot of sense since my skull model is very high (over 2 mill I think) poly and has fewer artifacts than my lower poly gourd I showed (that's around 500,000)

4
General / Re: Texture artifacts on mesh edges
« on: April 08, 2016, 03:13:44 PM »
My settings for this shoot:
ISO - 100 (as always)
Shutter - 1 second (on a tripod of course!)
Aperture - F29
Focal length - 35mm

;)

5
General / Re: Texture artifacts on mesh edges
« on: April 06, 2016, 09:33:12 PM »
^Nope no motion blur for me, the picture quality tends to be around 0.8 and I've been using a DSLR for years. Oddly my skull had far fewer of these artifacts: https://sketchfab.com/models/912498d081a94e00902dc68f827e6772



I haven't tried baking this texture in photoscan with a new UV map so maybe that's something to try.

Thanks everyone for the replies so far, the more I can find out the better

6
General / Re: Texture artifacts on mesh edges
« on: April 01, 2016, 06:26:31 PM »
I've just got a few items on sale on the unreal marketplace (https://www.unrealengine.com/marketplace/woodland-scan-assets) so that's game assets made from the scans but I'm working on selling some scans on the Blender Marketplace.

I'm sorry to say that the only way I know of to fix it is going into blender texture paint mode and using clone stamp, it's as tedious as it sounds! :/ Does feel good when you've fixed up an asset though

7
General / Re: Texture artifacts on mesh edges
« on: March 31, 2016, 09:37:58 PM »
Ahh, glad it's not just me then! I wish I could ignore them but I want to sell models so I go for as good a fidelity as I can get but if I can avoid the very tedious and lengthy process of fixing these problems I'd love it.

I texture the mesh straight out of photoscan, I find blender doesn't have a problem clone stamping even the 12k texture I was working on earlier. I did find I got fewer of these artifacts in a later mesh I did with proper lens calibration and the like but I still got them

8
General / Re: Texture artifacts on mesh edges
« on: March 29, 2016, 05:27:33 AM »
I did just realise this was before I actually knew what I was doing with agisoft lens so that was not used, for some reason I thought profile corrections in lightroom would be a bright idea since i used a studio setup...
Anywho this was a ridge gourd:


-I used masks for each photo of which there were 48 (image quality was good on all photos, 0.7 or more)
-Align photos - high accuracy, no pair preselection, 75000 key point limit, 5000 tie point limit, no constrain features by mask
-Dense cloud - high quality, mild depth filtering
-Mesh generation - arbitrary, dense cloud source data, high face count, interpolation enabled
-Texture - generic, mosaic, 10k, no colour correction

9
General / Re: Texture artifacts on mesh edges
« on: March 27, 2016, 05:18:21 PM »
Anyone?   :-*

10
General / Texture artifacts on mesh edges
« on: March 23, 2016, 07:20:21 PM »
I've been wondering why I've been getting these, is this normal? Where am I going wrong? :o



Any help is much appreciated

11
Hello puterich,

At the moment you can export model, create a UV layout in the external application, import the model back to PhotoScan and use Keep UV option in the Build Texture dialog.

Crikey I never knew about this feature :o

12
Feature Requests / Re: More leeway with alignment
« on: September 10, 2015, 07:59:15 PM »
Ohh, I thought point based alignment didn't even use photos, then again I noticed the options for the photos didn't grey out when I selected that... I'm surprised it has worked this one time then  :o

13
Feature Requests / More leeway with alignment
« on: September 10, 2015, 07:25:16 PM »
I'm having a problem with the alignment tool, I've done this before with a hard object whereby I take my photos, turn it upside down, take some more, and I can cut the dense cloud in two 2/3rds for each chunk and then photoscan can align the two to have a completely scanned model. But I went out into the woods and tried this with a few logs; I took my photos, turned each log over and took some more but now this has not worked in terms of merging these two chunks on 2/3 of these so far. I can guess why, what with the little differences when I turn it over and say, a leaf might get stuck on the log I didn't spot. Or at least that's my guess, but I wish the program had a bit more leniency in this way

14
Apologies if this has been mentioned before but the UV islands could be more efficient in that you get a lot of small UV islands that are quite far apart (like so http://bit.ly/1DZ5oVC) so I have to generate more or larger textures to get really nice sharpness.

Another thing is that there's no edge bleed on the textures so you get strange artifacts where the edges of the UV islands are. This is what I get in blender before, and then after I fix it with edge relief: http://bit.ly/1DZ5oVC This is easily fixed really with a relief filter in paint.net (like so http://bit.ly/1F0Y9Cv) but it'd just be nice to have it done automatically.

Regards,
James Finnerty

15
General / Re: Tips for making masking easier?
« on: May 02, 2015, 12:04:06 PM »
Thanks for the reply, I tried initially using filters on a copied layer for a selection but your method sounds far more professional XD Results speak for themselves. Good idea on over exposing, I did just get a sturdy new tripod too.

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