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General / Ghosting in Adaptive Orthophoto Textures from Overhangs
« on: May 13, 2025, 11:27:28 PM »
Hi all,
When using Adaptive Orthophoto mapping in Metashape, I often encounter “ghosting” artifacts on horizontal surfaces — where overhanging elements like roofs, balconies, awnings etc... are projected onto the ground below. (See attached image: the green and grey parts of the roof, and the solar panels, appear incorrectly on the ground surface.)
I understand this happens because the Adaptive Orthophoto method uses a top-down projection, and doesn’t account for overhanging geometry. As a result, features that are physically above the ground plane get baked into the texture beneath them, even though they shouldn’t be visible from that angle.
Sometimes I prefer using Adaptive Orthophoto because it produces a much more editable texture layout (especially on large flat areas) compared to the fragmented UV maps from the Generic mapping method. This makes manual edits of the texture (e.g., in Photoshop) far more manageable.
That said, the ghosting issue is proving to be a major limitation.
Is there any known way to reduce or avoid this projection behaviour while retaining a usable, editable texture layout? Or perhaps a hybrid approach that balances accuracy of the model with easy editability of the texture?
Thanks in advance for any insight!
When using Adaptive Orthophoto mapping in Metashape, I often encounter “ghosting” artifacts on horizontal surfaces — where overhanging elements like roofs, balconies, awnings etc... are projected onto the ground below. (See attached image: the green and grey parts of the roof, and the solar panels, appear incorrectly on the ground surface.)
I understand this happens because the Adaptive Orthophoto method uses a top-down projection, and doesn’t account for overhanging geometry. As a result, features that are physically above the ground plane get baked into the texture beneath them, even though they shouldn’t be visible from that angle.
Sometimes I prefer using Adaptive Orthophoto because it produces a much more editable texture layout (especially on large flat areas) compared to the fragmented UV maps from the Generic mapping method. This makes manual edits of the texture (e.g., in Photoshop) far more manageable.
That said, the ghosting issue is proving to be a major limitation.
Is there any known way to reduce or avoid this projection behaviour while retaining a usable, editable texture layout? Or perhaps a hybrid approach that balances accuracy of the model with easy editability of the texture?
Thanks in advance for any insight!