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Messages - Mariusz_M

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1
General / Re: Beta-testing of new texture blending algorithm
« on: August 29, 2025, 07:45:27 PM »
I am waiting fot the release version. I am actually one version behind (2.1.4), because 2.2.1 has too many bugs that affect my underwater models. But reading the bug reports I am sure most of them will be fixed in 2.2.2, so I will install the release version and test it then.

2
General / Re: Beta-testing of new texture blending algorithm
« on: August 23, 2025, 11:56:01 AM »
Can this new way of texturing have an option to "prioritise the closest images"? It would help a lot with colours and details in underwater photoogrammetry.

3
Alexey. Do you see the solution I proposed as doable? It would help a lot with underwater photogrammetry. It is one of the common problems, ,because under water there are always some smal misalignments and as long as walls are thick this does not affect the model, but in most wrecks the corroded steel is very thin.

4
General / Re: Model Generation - Walls Problem
« on: August 05, 2025, 02:34:29 AM »
In the example Marcin has shown there is a boat hull photographed from both sides - outside and inside.

Depth maps from both sides show there is a surface, but the result of meshing has holes. It is probably because there is a small misalignment of the photographs taken inside, where is darker. The curvature of the inside is most likely a bit different than the curvature on the ouside, so depth maps on one side partially intersect with depth maps from the opposing side creating holes in the areas of intersection.

What we need to fix it is the algorithm prioritising creating a surface without holes. So in situation like this we have a group of depth maps from the outside that clearly show a surface and another group of depth maps facing roughly the opposite direction also showing a surface. For the algorithm this should be an indication there must be a surface there, not holes. So the way I see it work is:

1. The algorithm sees a group of depth maps facing roughly the same direction and together creating a surface.
2. It also sees a group of depth maps roughly facing the opposite direction also creating a surface together. (The opposite direction can be defined as a range of angels like 150 - 220 degrees, to make sure the fix is not used everywhere in the model, but only in the right areas of it)
3. It determines there must be a surface without holes if depth maps on both sides show a surface without holes.
4. It establishes which side is more important. I would say the one that has either more depth maps or depth maps with a higher level of confidence.
5. Then in detects the areas where depth maps from the prioritised side intersect with depth maps from the less important side.
6. In those areas only the depth maps from the prioritised side are taken into consideration for creating a surface and the parts of depth maps from less important side that intersect are ignored.
(7. Or better, not completely igronred, but later projected on top of the mesh created based on the prioritised side, to still add some small details similarily to "refine mesh". But they shoud not cancel out the depth maps from the opposite side.)

This way a continuous surface is always created based on more important side and still has plenty of details also on the other side, just maybe not in the areas where less important depth maps intersected with more important depth maps. But in the end it is better to have less details in some areas on one side than holes on both sides. Furthermore, if depth maps do not intersect anywhere, then a surface is created anyway with full details on both sides, because no part of less important side gets ignored.


This kind of algorithm modification could be manually activated only when needed, as an additional option in model generation called something like "fix holes in thin walls" or "prioritise surfaces over holes".


5
General / Re: Model Generation - Walls Problem
« on: August 02, 2025, 04:21:52 PM »
I have also had this kind of problems. It seems like Metashape has a problem with the thickness of walls even if depth maps on both sides are ok.


Alexey, perhaps this can be solved using some tweaks? Perhaps it is possible to use some kind of combination of max_neighbours and filtering tweaks? Or perhaps there is a tweak that will increase wall thickness somehow or prioritise closing holes in walls over creating them where the software is not sure?

6
Feature Requests / Re: Hide all info layers option for Capture View
« on: February 05, 2025, 06:13:25 PM »
Also hiding all info layers would be ideal as an optiom for exporting animations/videos

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Feature Requests / Hide all info layers option for Capture View
« on: January 30, 2025, 02:27:34 AM »
Sometimes I just want to create a screenshot of a model using capture view without any info layers like points, region, XYX axies, grid, trackball and everything else that is normally under Model-> Show/hide items.

So my request is to add one more option to the Capture View widnow - the option of "hide all info layers", so with ticking one box I can hide everything apart from the model on the actual screenshot without the need of manually swithichin these layers off before and then switching them back on after capturing the view I want.

Also, some of the options under Model-> show/hide items already have icons, but they are not on the toolbar. A good idea would be to add them to the main toolbar or to a sub-toolbar that could be switched on when needed.

8
Feature Requests / Open Magic Want Tolerance Slider with Magic Wand
« on: January 30, 2025, 02:15:47 AM »
A simple request to open the Magic Wand Tolerance slider every time Magic Wand tool is selected, so I do not have to switch the tool to the its tolerance slider and back.

9
There is a bug in 2.2.0 that makes all deleted tie points re-appear when I align one camera, even if it this camera was previously not even aligned.

Steps to recreate.

1. Align cameras on a photoset, where you know not everything will align.
2. Make note how many tie points are in total.
3. Select and delete a lot of tie points, like a half, so you can clearly see that is missing.
4. Right click on a camera that is not aligned and choose "Align selected cameras". If it manages to align, it will show not only the points belonging to this camera, but also all deleted points. The total number of the tie points will equal what you noted in Step 2.

Plan B In case the camera does not want to align:

5. Make note how many points you have after Step 3, since you could not complete Step 4.
6. Reset one of the cameras that is already aligned and once it is reset, the points belonging to this camera will disappear.
7. Re-align the camera using Right Click/Align Selected Cameras. You expect only to bring back the points belonging to this camera. And this is how it has been forever. But with verison 2.2.0 you get all the points back from all the cameras, even the previously deleted half of the points in Step 3. So the total numer of points is again what you noted in Step 2.

It looks like all the tie points from the initial cloud are saved and when a camera is aligned, instead of bringing only the points that belong to it, the software brings all the stored points of the initial cloud. This makes optimizing cameras difficult, because the points delted manually or with gradual selection are back and still taken into consideration for re-optimization.

10
Bug Reports / Re: Look through shows the right view, but zoomed in
« on: January 23, 2025, 08:08:49 PM »
Any

11
Bug Reports / Look through shows the right view, but zoomed in
« on: December 08, 2024, 03:09:31 PM »
I have noticed that the Look Through option shows the correct point of view, but each time it is zoomed in a lot.

For a Gopro 11 the FOV is around 60 degrees. So when I set Perspective to 60 degrees and select the "Look through" option, then I am show the correct angle of view, but the vieport camera is too close. I have to use the mouse scroll to move the viewport camera away to actually match the original image and then everything looks good. This happens for all photosets on land or under water.

12
I use a 4K laptop screen, so it is set to high DPI mode. When I put the computer to sleep and wake it up again, I get these warnings:

2024-11-17 13:26:29 monitorData: Unable to obtain handle for monitor '\\.\DISPLAY1', defaulting to 96 DPI.
2024-11-17 13:26:29 monitorData: Unable to obtain handle for monitor '\\.\DISPLAY1', defaulting to 96 DPI.
2024-11-17 13:26:29 monitorData: Unable to obtain handle for monitor '\\.\DISPLAY1', defaulting to 96 DPI.
2024-11-17 13:26:29 monitorData: Unable to obtain handle for monitor '\\.\DISPLAY1', defaulting to 96 DPI.
2024-11-17 13:26:29 monitorData: Unable to obtain handle for monitor '\\.\DISPLAY1', defaulting to 96 DPI.
2024-11-17 13:26:29 monitorData: Unable to obtain handle for monitor '\\.\DISPLAY1', defaulting to 96 DPI.
2024-11-17 13:26:29 monitorData: Unable to obtain handle for monitor '\\.\DISPLAY1', defaulting to 96 DPI.
2024-11-17 13:26:29 monitorData: Unable to obtain handle for monitor '\\.\DISPLAY1', defaulting to 96 DPI.

The computer was not even processing. Metashape was just open in the bacground and this happened.

However, then I set batch processing and it runs for some time, finishes and some time after computer goes to sleep mode, then I have another problem. When I wake the computer up, Metashape window is quater of the size and not fully refreshed. There are some black parts and the only thing I can do is to kill the metashape process and re-open.

At the moment I have the newest Nvidia Studio drivers for dedicated GPU and the newest Intel drivers for integrated GPU.

13
Feature Requests / Nuber of enabled/disabled cameras in the chunk tree
« on: November 16, 2024, 03:59:01 PM »
At the moment in the chunk tree I can only see the number or cameras/images and how many are aligned. It would be usefull to also have a number of enabled cameras there. Especially after the "reduce overlap" process. At the moment I only see which ones are enabled/disabled, but I do not know how many.

Furthermore, the same two numbers would be useful for every camera group in the chunk tree. So If I have 10 camera groups, I can easily see how many cameras are disabled in each.

14
Bug Reports / Re: Build Texture broken with GPU's enabled
« on: November 16, 2024, 01:31:45 PM »
Nvidia 3070 Ti, Game Ready drivers 566.14 still weird textures even with 2.14 pre-release. But Studio drivers 566.14 work great.

15
Any thoughts? I need to start working on these photosets.

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