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Topics - kirk

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I have 700 24k images  aligned and depth map build for them . I suspect that hi res mesh I would like to build  for displacement baking  would take forever.  Is there a way to make a smaller crop without starting the whole process from a beginning? 

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General / What's a right strategy for big subjects exeeding RAM ?
« on: June 06, 2021, 12:48:01 PM »
  I tried to do muiltiple chunks before  but it gives you kind of overlapping geo.    And matching chunks was a kind f issue too.     Is there a new right way to do it  now with only depth map method ?

And how millions of polygons or  I could expect to  squeeze from a single chunk  having only  32 gb of RAM ?

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Texture De-Lighter / I still see shadow ghosts ?
« on: June 04, 2021, 11:44:10 AM »
 From strong contrast shadows .  So I have a few questions:

1. Should I do as much  shadow/light  pointing accross all the model  as possible or it's enough to make just a few.    Somehow I don't se more s better.

2. Should I build  preview for "cast shadows"  first then  full res?

  With preview I get very shadow less result but  low res texture . if I then do "remove cast shadows"  it does it even better  but still low res texture.
  If I do  "remove cast shadows"  straight to full res I get kind of so-so result on my 25 mil mesh  and 11 UDIM 4096 textures .    All the shadows are still there  , just faded  and of low contrast.   After repeating it again  it's a tad bit better  but nowhere as shadow less as on my initial  low res preview. 

So what's right way?



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General / Should I build dence point cloud at all now?
« on: June 02, 2021, 11:05:50 PM »
I see I can build a mesh from depth maps .  So for a best quality possible is it necessary to build dense cloud ?   
 Would it provide extra details if I do the mesh using depth maps anyway?
   Maybe I just need to do the depth maps in higher quality and that's all?

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General / Null point cloud?
« on: September 04, 2020, 04:50:24 PM »
Why I see this error: Null point cloud     when  trying to build a mesh from imported  pts point cloud? 

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Feature Requests / displacement/ height map baker
« on: September 04, 2020, 04:10:52 PM »
I would love to see some height map baker integrated in Metashape. The way we could import retopo model  and bake height/displacement UDIM textures instead of dealing with super hi res meshes.


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General / PTX import?
« on: July 10, 2020, 06:28:27 AM »
it worked in 1.6.2  standard version just fine.   And now in 1.6.3 it doesn't.  I get zero points after  lengthy ptx  loading, same file I Ioaded in 1.6.2.

The feature is not there any more or it's a bug?

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After importing pts point cloud from laser scanner , building a mesh and setting a few gps measured points  would be nice to have an option to import few random phone  photos and figure out camera position based on gps data. I mean not true photogrammetry but just somethng to project on LIdar mesh

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General / Why can't we build "Height field2.5" from Depth maps?
« on: February 28, 2019, 09:21:18 AM »
It looks like "height field" requires much less RAM and works much quicker while still perfectly ok for certain type of subjects.
So why we couldn't have advantages of new "depth map" generation method with Heightfield?   Am I missing something?

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I need to build a super hi res mesh for a terrain surface  from Mavic Pro drone dng images   to be then baked as displacement/height /normal map textures of a shell low-poly one.   

Looks like main limitation is RAM, right?   Is there a way to work around it?     I once build 800 mil mesh on the same pc  but it's kind of foggy what settings I had that time.

 I need maximum possible details in the target normal texture so I bet only way is to build a super huge mesh.


1.  I should go "Heighfield" right?   Not "Arbitrary"    So the new depth map mode is not an option, right?   I tired "depth map" and it stops at 97% decimation stage and never finishes it.

2.  What should I set for "reuse depth map", does it matter at all?

3. I shouldn't even try "decimate" , right ?      It doesn't work with huge meshes?
 I actually somehow coped with  "simplifing" my huge meshes in a Steam version of Reality Capture.   Unfortunately  RC itself fails with proper Mavic Pro images  aligning and even when it doesn't,  it does lots of surface artifacts over what Agisoft does  and also inferior/ more blurry color textures IMO (Needs much more hi res input than the drone  is able to provide considering flight/battery time)

4. What's best geometry format to export from Photoscan . Takes less time to save/ less GB on disc  etc.?    Alembic?

5.  Would a color texture  build for extra  low poly mesh with custom unwrap  be matching  height/displacment details baked from super hi res mesh in 3d party texture baker?    I mean considering texture bakers usually do ray tracing along low poly mesh normals?  Would it match with how Agisoft projects the texture pixels?

 Or I should make the color texture for same super hi poly object too?  Would take forever I guess

ps.      Could sombody who use drones share few thoughts.  Is it good idea at al or anything I am going to get is lots of geometry noise instead of super hi res mesh?     







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General / How much of GPU should be engaged?
« on: January 15, 2019, 04:36:16 PM »
I see only 15-20% of my GF 980ti 6gb  while doing dense cloud "reconstructing depth" process.    Is it normal?   I thought it should take advantage of GPU, right?


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Would  love to see such a feature.    Maybe even without hi poly mesh generating.  Just a way to bake dense cloud or depth maps into a height/displacement/. vector displacement  texture for a low res model generated quickly from sparse cloud.   

Kind of a  second texture beyond usual color one.   Representing a distance in between surface of a low poly mesh generated from sparse cloud and points of the dense mesh


 

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General / Image Stabilization and Photoscan?
« on: April 08, 2018, 11:08:56 PM »
Wonder should I use    Image stabilization?  Lense or in camera one?   I mean without a tripod. 

What's preferable with dim lighting conditions:    Higher iso values  or image stabilization+ 1/15 sec? 

How it works with roll shutter?   

Is Image stabilization a problem at all?  I read somewhere it's not very good for photogrammetry.




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General / Best file format to export heavy mesh?
« on: April 08, 2018, 05:45:28 PM »
What's a file format take less time to export in Photoscan.    I tried fbx to export 200 mil mesh and it never complete actually.  I think fbx is  a quickest one in Reality Capture for example. 

Obj is pretty slow too . Not surprising considering how ancient  the obj is. 
So which one is the best in Photoscan?

ps. I tried decimation and it takes forever in Photoscan.  Wonder if it worth using it time wise?

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Could we have an option to build a depth/height map based on  dense point cloud dots deviation  from a surface of not so hi res model build in Photoscan.

I am not sure but think Photoscan should be doing ray tracing already to make color textures from dense cloud.  So why not height map from ray distances.   It would save us a lot of time since building hi res mesh is what takes so much time.
 
Please 16 bit per pixel please at least.  8 bit depth is useless

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