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Messages - wojtek

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Bug Reports / Re: Bit Depth Not Recognized
« on: August 10, 2023, 01:30:36 PM »
Code: [Select]
 for camera in chunk.cameras:
        path =
        new_path = path.replace('JPEG', 'TIFF16')
        new_path = new_path.replace('.JPG', '.TIF')
        photo =
        photo.path = new_path = photo

Like I said, this has caused no issues in previous versions.

Bug Reports / Bit Depth Not Recognized
« on: August 07, 2023, 11:31:36 AM »
I reported this bug to support a couple months ago but crickets so I'm reposting:

When changing image paths bit depth is not updated, sometimes it gets completely stuck, sometimes you can reset it by using Check Paths command. This was not an issue pre version 2.

Python and Java API / Merge Models (within a chunk) Via Python?
« on: March 01, 2023, 05:27:57 PM »
Is this possible? If not this is a feature request. Please advise.

Bug Reports / [2.0.0] Sample Points missing
« on: February 22, 2023, 12:23:49 PM »
I only found this in the changelog:
- Removed Chunk.samplePoints() method

Where is this option now?

Edit: I assume it's Build PointCloud now?



This is still broken in 2.0.0. For reference if you use chunk.model.cropSelection() via code in 1.6.6 you can undo it after the process finishes. In 2.0.0 that is not possible.

Can you guys fix this?

General / Re: Metashape to Substance Painter with UDIMs
« on: February 16, 2023, 11:59:55 AM »
some new information;
metashape doesn't really export obj with udim, but the program exports mesh with submeshes. These submeshes get their own materials applied. Painter creates a texture set for each material.
My solution:
edit the obj and delete all lines with mtl  (like in newmtl) and save as a new .obj.
That you can import in painter and you get 1 texture set with a number of UV tiles.
Hope this helps
René v G

This is what I've been doing too but it will break after N amount of tiles too (9 I think).

Bug Reports / Re: UDIM issue with 1010 texture
« on: February 16, 2023, 11:44:52 AM »
are you shure the other 9 tiles are imported properly in Painter? it's a problem I've come across: in painter each tile gets its own texture set, like mentioned in
I didn't find the solution yet so if you managed, please let us know.

That is so in the non Udim workflow. In the Udim workflow it's a single Texture Set with multiple tiles. And like mikeyjump reported it is broken after N amount of tiles. I reported this months ago to no avail.

General / Metashape to Substance Painter with UDIMs
« on: November 12, 2022, 01:34:01 PM »
Default export separates each UDIM tile into a separate Texture Sets, does anyone have any tips for this?

EDIT: If I Import/Export it through Zbrush it will load up properly in Painter. Something is off in how the .obj is formatted going out of Metashape it seems.

EDIT2: Depends how many Tiles there is so it's not a good solution.

EDIT3: I think something is broken and it may be related to this:

General / Re: Agisoft Metashape 2.0.0 pre-release
« on: October 28, 2022, 12:18:32 PM »
Hey Agisoft Team,

Are there any improvements in regards to the reconstruction algorithm in version 2.0.0 or is it largely the same as 1.8.4?

I am wondering if I should test it to see if there are less weird errors going on in the new version.

Feature Requests / Re: Remove Depth Map data as it's being filtered.
« on: August 17, 2022, 10:48:20 AM »
Hello wojtek,

Which depth maps filtering option have you used for that project, what Metashape version and whether the screenshot has been taken during the processing or after the dense cloud or mesh has been generated?

Hey Alexey,

Current version, 1.8.4 standard.

Default filtering (Mild).

Screenshot has been taken during processing so only 5 archives worth of depth maps has been filtered but the unfiltered data is still there (which seems unnecessary to me, unless its used for cross referencing later).

Feature Requests / Remove Depth Map data as it's being filtered.
« on: August 13, 2022, 08:10:49 PM »

It seems to me that the current way depthmap filtering handles files on the disk is a bit inefficient. Ever since the filtering step has been added I've ran out of disk space a number of times which results in a hard crash still (come on guys!).

Anyway, it seems that unless the data keeps getting cross-referenced, it would make sense to delete unfiltered archives as you go, please see image. In this particular case the unfiltered data is extra 100gb which adds up quickly.

Bug Reports / UV Parametrization - 1.8.1 - fast but still buggy
« on: February 19, 2022, 09:37:19 PM »
Is there a tweak we can use to revert to the older version of UV parametrization?

The one in the latest version still produces unacceptable results even though it processes a lot faster :(

Feature Requests / Re: Ignore backfaces in selection mode
« on: February 02, 2022, 01:24:18 PM »
Also, 'Only Visible' is missing in the keyboard shortcut mapping menu.

Sometimes I use the selection tools on a mesh, creating a quite complicated selection using SHIFT and CTRL keys. But if I accidently do not press either of the keys, all the selection gets lost and I need to start again. UNDO does not work in this case. Can you please change it? So next time I accidently deselect what I have spent 20 minutes on selecting, I will just undo deselection and continue selecting.

The upside of the current system is that you can crop a model, work on a selection, then Undo the crop and delete whatever you selected.

Feature Requests / Re: Ignore backfaces in selection mode
« on: February 02, 2022, 11:50:12 AM »
This has been added in 1.8.1 :)

I'd like to make a further request to this feature.

Currently the user does not know if he's in the 'Only Visible' mode or the regular mode. Perhaps a note in the viewport just like 'Snap: Axis, 3D' would be helpful?

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