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Messages - Bellbossk

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1
This would be a great addition, it's tedious currently if you need to change the order of individual scripts without being able to see which is which.

I think bare minimum let us see the script name, not the full path, just the script name, next to 'run script' in the batch window.

Best case scenario would be loading a description tag from the script itself, as the OP suggested.


2
Hi, could we have the option or default behavior of the masking tools be that you cannot resize or rearrange windows in the workspace while using those tools? I consistently move my windows around when using the intelligent scissors and I find that genuinely annoying. Many thanks for reading.

3
Feature Requests / Mesh name display in viewport
« on: December 10, 2022, 06:16:26 PM »
Hi simple request,

Could we have either the option or the default behavior of the viewport that it displays the mesh's name above, below, before, or after, the triangle and vertice count?

Would be helpful when flipping between meshes with same triangle count but have other processing changes. Thanks.

4
Feature Requests / Re: Paint Masks with Brush
« on: December 10, 2022, 06:11:49 PM »
The intelligent scissors can follow contrasted edges if you hold down the ctrl key while clicking, just FYI.

5
Bug Reports / Baked textures softer in 1.85 than 1.84?
« on: September 19, 2022, 03:54:23 PM »
https://i.ibb.co/xmLD45p/softness.jpg

Opened an older 1.84 project to test 1.85 version, found that with the same settings (exception being enabling hole filing on 1.85 but I checked and that isn't the issue) and hardware, the texture bake came out a bit softer.

Duplicated mesh with custom UVs, textured from images, ghosting filter enabled, 16k map, mosaic blending.

6
Feature Requests / Re: Texture transfer baker ray distance increase?
« on: September 19, 2022, 02:45:16 PM »
Hello Alexey,

Certainly, workflow is reduction of raw mesh to 200 million, then generate UVs and texture in Metashape with images as source. Further reduction to 50 million to export to Zbrush, import to Zbrush and project a subdivided plane to match the position of the mesh. Export the plane to Metashape, and build texture with the 200 million as the source.

In Substance Designer I can set the 'relative ray distance' to 1.0, 'relative to the bounding box' (not so clear an explanation), which is a wide enough range to capture all the geometry, both highest and lowest surfaces.

The reason I would like to use Metashape instead is higher resolution baking and I don't have to export/import huge meshes.

On that note a height baker would be fabulous which I know is often requested too. I know of one person who uses another software solely because it has a height baker, yet they have better results overall with Metashape.

7
Feature Requests / Texture transfer baker ray distance increase?
« on: August 30, 2022, 03:16:18 PM »
Hello, previously I was using Substance Designer for transfering a texture but decided to try Metashape as it can handle 16k. I noticed however that the ray distance is shorter than in designer, leading to the twigs on my mesh, which are the furthest points from my bake plane, to be partially black.


https://ibb.co/W3HvpC0
Left is substance designer, right is Metashape

Could we get a ray distance slider perhaps? Thank you.


8
UDIM texture export naming should follow number name scheme, such as texture.1001.jpg, texture.1002.jpg, instead of texture.jpg, texture1.jpg as it is now.

9
Hello,

Would like to request the feature to filter out disabled photos from the Photos window.

A simple button, like the show masks, show depthmaps, etc, that just toggles visibility in Photo window of disabled photos. It should not affect the photo list displayed in the workspace window.

I can sort by enabled/disabled if I use the details view, but when filtering photos by marker, the sorting on the details view of Photo window does not respect enabled/disabled sorting if you have different folder paths for your images, so that is why I ask for this new feature.

Thank you.

Attachment shows sorting by enabled/disabled not working correctly when filtered by marker

10
Feature Requests / Re: Manuals
« on: December 15, 2021, 11:48:52 PM »
If you read the manual on firefox you'll get what you're looking for

11
In order to capture complete texture information of a surface with highly varied surface depth, I have taken photos at extreme angles. This captures the missing data, but introduces unwanted blur if I do not use masks...

I leave these photos disabled, use just the planar photos for texturing, disable hole filing, and then mark the holes by hand, filter by each marker, and re-enable the extremely angled photos that capture those side and underside surfaces, and then mask out everything but the portion I need to fill the hole.

This works perfectly fine but is time consuming. This led me to wonder if it would be possible for Metashape to calculate the surface normal of each triangle/vertex, per camera, and their distance from the camera, and then enable the use of filter sliders and automatic masking.

One slider could filter cameras by distance from selected faces/points, to improve texture resolution by allowing easy disabling of user defined gradual selection of 'distant' cameras.

Another slider could instead mask selected cameras by face or marker selection, by the averaged or individual point normals to the camera angle. Metashape would first calculate the normal of every triangle, then calculate the 3D vector difference between the normal and the camera, to allow gradual removal by user defined amounts. This would mask all triangles/points per selected camera that have normal angles greater than a user defined angle.

A third slider could also mask points by distance from a selected camera, instead of disabling the entire camera. Highly useful for complex objects with variable height.

Here is an album illustrating what I am talking about, and I'm sorry I couldn't do better illustrations, and I was a bit hasty in coloring so this loosely represents the idea.
https://ibb.co/album/0CCt2p

The stack of magnets represent the surface normal, green is keep, red is mask, and yellow is when the surface normal angle is within the user's selected range, but has been also masked out, by distance from the camera.

If you wanted to get really fancy you could add an exception to allow excessive normal/camera angle differences only if there are no other suitable cameras. So instead of simply masking everything above a 90 degree angle for a photo, it would keep that camera's points/faces that exceeded that value if there was no view with a lower angle.

Vector math makes my brain go blank so I understand this isn't a trivial request, but you are all geniuses in my book. Metashape already has the best masking and filtering tools, this would make it the undisputed texturing champion. Thank you for reading.

Share your thoughts or suggestions! Perhaps some element of this is already a function of Metashape texturing algorithm?

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