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Topics - James

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Bug Reports / Details view sort by column
« on: March 29, 2023, 11:10:42 AM »
Metashape Pro 2.01 64 (15986) on Windows 10

I had noticed this in previous versions too and assumed it would get fixed eventually but it appears not yet!

It appears that sorting photos by clicking on the column headers in the photo pane does not work if certain filters have been applied. It seems to be an issue if "filter by point" was used, on either the sparse cloud or mesh, or "filter by marker", but when using "filter by tie points" it does appear to work as expected.

I noticed because I wanted to sort by 'enabled' after filtering photos by a point on the model surface, to then further filter the disabled photos, but they were always still disordered. So then I tried some other columns and experienced the same. It seems like clicking the column header sometimes has no effect on the order, and sometimes it will just reverse the current incorrect order.

Hi there, I had this script which worked well back in version 1.4, and which i have to tried to update to work with 1.7.

Here is the minimal version, which simply tries to buildOrthomosaic using a front projection, instead of the 'standard' top projection:

Code: [Select]
>>> import Metashape
>>> app =
>>> myProjection = Metashape.OrthoProjection()
>>> myProjection.type = Metashape.OrthoProjection.Type.Planar
>>> myProjection.matrix = Metashape.Matrix([[1, 0, 0, 0],[0, 0, 1, 0],[0, -1, 0, 0],[0, 0, 0, 1]])
>>> chunk = app.document.chunks[25]
>>> chunk.buildOrthomosaic(projection=myProjection,surface_data=Metashape.DataSource.ModelData,blending_mode=Metashape.BlendingMode.MosaicBlending)

whatever I plug in to the projection.matrix seems to have no effect on the generated orthomosaic.

There is a difference in the console output if i do this through the python console/script or though the GUI, which is that my script always  generates console output like this:

Code: [Select]
2021-10-20 12:16:18 BuildOrthomosaic: surface = Mesh, blending mode = Mosaic, refine seamlines = 0, ghosting filter = 0, resolution = 0
2021-10-20 12:16:18 initializing...
2021-10-20 12:16:18 Generating orthomosaic...
2021-10-20 12:16:18 Analyzing mesh...

Whereas using the GUI command to build orthomosaic i get output which explicitly declares that it is using a planar projection:

Code: [Select]
2021-10-20 12:19:14 BuildOrthomosaic: projection = Planar, surface = Mesh, blending mode = Mosaic, refine seamlines = 0, ghosting filter = 0, pixel size = 0.0010505 x 0.0010505
2021-10-20 12:19:14 Generating orthomosaic...
2021-10-20 12:19:14 initializing...
2021-10-20 12:19:14 Analyzing mesh...

I'd be so happy if i could just set my projection plane in the batch command window and not deal with python!

Bug Reports / Windows 10 high contrast mode
« on: February 26, 2021, 02:17:34 PM »
Hi there,

I was working in 'high contrast mode' as I'd spent too long staring at a bright white spreadsheet, and this mode makes the spreadsheet black, which really helped.

Just out of interest I tried to see how Metashape would look in high contrast mode, but found that I either get a blank white screen if I start it in high contrast mode, or a completely unresponsive screen if I switch to high contrast while it is running.

The default keys for toggling high contrast mode are LEFT SHIFT + LEFT ALT + PRTSCN, fyi.

Metashape Pro 1.7.1 build 11979 64 bit
Windows 10 Pro v2004 build 19041.804
Nvidia Quadro K1100M v25.21.14.2632

General / Occlusion map for interior surfaces
« on: January 15, 2020, 06:25:53 PM »
I can understand why this is doing this, but is there any workaround or possibility for one in the future?

Just playing really with the occlusion map feature as it's not critical for my work, but on an enclosed interior space it just makes everything very dark, preumably as no 'ambient' light can penetrate.

In the example attached there happens to be a hole in the floor which was out of scope and not scanned, so the room is 'ambiently lit' from below, which is interesting but not what i was expecting!

Bug Reports / Can't build texture in MS Pro 1.6
« on: January 10, 2020, 05:10:23 PM »
I built a mesh of statue and built texture using 4x 4096 textures, generic uv and mosaic blending, then exported the mesh and tidied up the geometry slightly in another software (Cyclone 3DR).

I reimported the mesh and was unable to build texture for it (it sticks at parameterizing atlas 10%)

I then tried it on the original mesh, and it also stuck at 10%.

I removed all textures from the chunk, and depth maps and still it sticks.

I've uploaded the psz file here for you to look at.

It contains the original Metashape mesh and my slightly tidied version. It is the uv parameterization of both that it seems to have a problem with.

Code: [Select]
Parameterizing texture atlas...
Model size: 318676 faces, 166223 vertices
Performing initial subdivision...   
Division threshold 100000
chart  0 faces: 90155
chart  1 faces: 47480
chart  2 faces: 39135
chart  3 faces: 35740
chart  4 faces: 29273
chart  5 faces: 26405
chart  6 faces: 17963
chart  7 faces: 16539
done. (in 0.64 sec). Got 574 initial parts.
top 8 mean: 37836.3 stddev: 22047.8

Feature Requests / align rotate model widget to 'world' coordinate system
« on: December 17, 2019, 01:15:19 PM »
When you build a mesh/model and use the 'rotate model' tool, the rotate widget is initially aligned to the 'world' coordinate system which coincides with the 'model' coordinate system.

If you then use the rotate model tool widget, it stays aligned with the model: rotating the widget rotates the model, as you would expect.

It would be useful to be able to reset the widget's rotation to coincide with the 'world' coordinate system without resetting the rotation of the model.

For example, i might use the rotate tool to get my model approximately aligned with Z up and X and Y pointing where i want, but to then make fine adjustments in only one axis i can no longer use the red/green/blue XYZ rings on the widget because they have all been rotated away from the world axes, remaining aligned with the model's arbitrary initial axes.

Using the spherical surface of the widget between the rings, or dragging on the screen is OK, but inevitably introduces slight rotations in axes that i don't want rotated.

Bug Reports / Remove Camera Groups/Remove Cameras same result
« on: November 27, 2019, 01:14:56 PM »
Right clicking on a camera group in the workspace, it doesn't matter if i choose "remove cameras" or "remove camera groups", the group is removed but the cameras remain (ungrouped) so i then have to right click again to remove the cameras.

The ungrouped cameras are already selected after removing a group, which helps, but if i select and remove multiple camera groups at once (by shift or ctrl clicking) then only a subset of the ungrouped cameras (which excludes those in the initially selected group) are subsequently selected, so need manual selecting to finally remove.

It would be nice to have a little checkbox alongside tools like decimate mesh, build orthomosaic, build mesh etc that allows you to leave the current default mesh/ortho intact and create a duplicate instead. A bit like the existing option that pops up when you import a new mesh when there is already a default present.

This would save having to duplicate these first, which can take a long time for large objects.

I realise that if there is no current default model or ortho then building them will create a new object alongside the old, but that doesn't work for things like decimate/smooth mesh.

One last thing... it would also be nice to make the current default mesh/ortho etc more easily visible by making it bold or with a little icon or something as the current way of differentiating by using italic or plain text is not very clear.

Feature Requests / Orthomosaic and Colour Correction
« on: May 03, 2019, 01:30:52 PM »
It would be lovely if you could toggle colour correction on and off, instead of having to recalculate it every time you want to turn it 'on'.

It would be super extra lovely if you could retroactively apply it to an existing orthomosaic or even toggle it on/off for the individual orthophotos that constitute the mosaic.

I can imagine that the retroactive application would not be trivial to implement, so something that would also help me would be to preserve image assignments made to orthomosaic shapes when regenerating it following the colour correction calculation.

Bug Reports / texture and orthomosaic from single spherical images
« on: February 28, 2019, 07:57:10 PM »
i have added 3 spherical images, aligned them and added markers to set an arbitrary local coordinate system.

i then imported a planar mesh (densely triangulated, from 3dreshaper) and tried building texture and orthomosaic from just one of the spherical images to get a nice floor orthophoto.

in both cases i get an unfortunate artefact where the spherical image wraps around. In the textured mesh the triangles at the seam are not textured at all, and in the orthomosaic the seam has some crazy distortion going on as shown in attachments.

currently the setup boundaries feature in 'export orthophotos' seems to set maximum limits on the portion of each orthophoto exported.

i would love it if you could toggle an option to make the boundaries an absolute dimension to export uniformly for each orthophoto, padded with transparent pixels where there is otherwise no content.

sometimes i have to manually blend/align/distort orthophotos in photoshop and this would allow me to load them in a stack already in the correct locations relative to each other. as it is currently i have to align them visually/manually which is hardly any fun.

if there is a python workaround for this please let me know! thanks

Bug Reports / Export orthophotos - bottom projection
« on: February 26, 2019, 06:52:20 PM »
Sometimes i scan/reconstruct a whole room, then duplicate the chunk and crop each one to walls, floor and ceiling before generating orthomosaics in the respective projection for each chunk (top/bottom/front/back/left/right). Ceiling chunks get a bottom projection.

it may be the case in left/right/front/back projections too, but i've only had this problem using the bottom projection, as follows:

it seems quite temperamental about exporting orthophotos if you generated the orthomosaic using bottom projection. In some previous version it just didn't export anything, and in the latest [1.5.1 metashape pro build 7618 (64 bit) on win 10] it seemed to export just a random subset (although it was the same subset each time i tried).

flipping the chunk over and rebuilding the orthomosaic in top projection seems to solve it and they all export successfully, but it would be good if the projection didn't make this weird difference!

Bug Reports / Mesh - filter by selection + crop + reset filter
« on: February 26, 2019, 05:29:25 PM »
following steps show how using the mesh crop tool in conjunction with mesh filtering isn't completely right.

1. select part of the mesh, and filter by selection
2. select part of the remaining filtered mesh, and crop to selection
3. reset filter - the filtered out part of the mesh is lost and so reset filter effectively does nothing at this point

4. undo - the part of the mesh removed by cropping is now restored
5. reset filter - still the filtered out part of the mesh is not displayed so reset filter again has effectively done nothing

6. select a part of the remaining bit of mesh, and filter by selection
7. reset filter - now you get all of the original mesh back!

it seems that there is no way to crop a filtered mesh without also losing the bit that you filtered out

*using metashape pro version 1.5.1 build 7618 (64 bit) windows 10

Bug Reports / Filter Photos by Tie Points + Show Points in photos
« on: February 22, 2019, 02:52:47 PM »
When you filter photos by markers, and then cycle through the resultant photos using pgup/pgdn it nicely centers on each marker as you scroll through, which is brilliant.

When you filter photos by tie points, and then cycle through the resultant photos with 'show points' enabled using pgup/pgdn it seems to always offset the photo so that most of the selected tie points are not visible, which is so annoying!

Bug Reports / Background jobs
« on: May 04, 2018, 11:16:09 AM »
love the idea of background jobs!

i did a couple of tests just playing about with it and think i found may have a couple of bugs.

test/screenshot 1. i opened a psx project and started aligning images and set it to background. i then opened a psz archive project and attempted to align images. it said progress was pending but with no option to send to background. I could not then access the jobs pane to pause/abort the current background job.

test/screenshot 2. i saved the psz project as a psx. i opened the original psx project from above and started building mesh, and set to background. Then opened the new psx project (previously psz) and tried to align photos. It was pending while the other background job continued, so i set it to background and tried pausing the current background mesh job to enable the photo alignment to commence, but that didn't seem to work. It paused the mesh building, but never moved on to the next job and i was unable to change their order. Is that the expected beahviour and if so what is the purpose of the move top/bottom buttons?

thanks for continuing to add exciting new features with every update! ;D

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