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Messages - jphil

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General / Re: How to capture photos for a piece of kelp?
« on: May 13, 2017, 06:22:32 AM »
Yea, I think your subject is very problematic for many reasons.

1) The surface is shiny, so the reflection will change at different angles thereby not allowing the software to identify fixed references

2) The object is soft, so there is likely to be movement between shots

3) The shapes are highly variegated, causing occlusion of surfaces at almost every angle


I think this software can do a lot of amazing things, but the type of form you are working with is near impossible without some serious equipment or an extremely creative process.

The main concept you need to keep in mind is that in order to gather 3D data from 2D sources you need to triangulate points, meaning that a point needs to be easily identifiable from at the very least 2 angles.

If you identify a point in one picture, but in the next picture it is blocked by something, the surface color changes, or it moves relative to the surface, if any of these things happen, then the capture will be flawed.

The only way I could think of capturing an organic form as complicated as seaweed you would first need to harden it so it doesn't move, or devise a rig that allows you to shoot at all angles without touching it. Second you would have to coat the surface with some kind of matte coating. And lastly you would need to take an extreme amount of photos in order to account for all the crevices/occlusion.

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General / Re: Alignment Experiments
« on: May 13, 2017, 01:02:21 AM »
I know this is kind of an old thread, but I've seen it referenced a couple times and was hoping someone might be able to clarify the original post.

Is he saying to set Key Point Limit to 120,000 and Tie Point Limit to 40,000 when running Align Photos, because a dense cloud doesn't benefit much from anything over 40,000 points? And you don't really gain many points with an error less than 0.5 pixels over 120,000 Key Points?

3
Feature Requests / Remember mask selection after undo
« on: May 13, 2017, 12:44:47 AM »
I'm a long time photoshop user and this is a really basic feature that I'm pretty sure would greatly increase productivity.

After making a selection on a mask, often times I'll accidentally press the wrong key (the "a" key is right next to the "s" key) and if I've done a particularly long run it's very frustrating to lose my selection when I undo.

I would imagine this is a very simple addition to the software that could have pretty big gains for folks who need to do a lot of manual editing to masks.

I'd also like to suggest, holding down "shift" or "ctrl" to allow adding or subtracting from the current selection before applying it to the mask would be another great feature.

Thanks for an otherwise great program!

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+1

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General / Re: Build Texture not working
« on: May 12, 2017, 04:10:10 PM »
Yea, I had actually tried it with a triangle mesh version, but same result.

Good to know it's been fixed. Thanks for your help!

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General / Re: Build Texture not working
« on: May 12, 2017, 02:32:25 PM »
Oh hey it worked! I was running v1.2.0, I guess there was something wrong with the version I had.

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General / Re: Build Texture not working
« on: May 12, 2017, 01:42:11 PM »
Here are the screenshots. I highlighted the texture build process in the console image. You can see in the model view images that the textured icon is greyed out in the toolbar. When I go to Tools>Mesh, 'View Mesh UV's...' is also greyed out.

I included a screenshot of the exported obj from ZBrush in Cinema 4D so you can see that the mesh and UV's are intact.

I should also mention that build texture works fine with the original mesh generated from the same set of aligned cameras.

Thanks for taking a look.

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General / Build Texture not working
« on: May 12, 2017, 04:44:50 AM »
I used ZBrush to retopo and calculate UV's by following these instructions:
http://bertrand-benoit.com/blog/the-poor-mans-guide-to-photogrammetry/

Everything seemed to export correctly, the mesh is a single object, and the UV's look good in my 3D program.

The mesh imports fine into Photoscan and looks lined up correctly. I run Build Texture and select 'Keep uv', it finishes calculating, but then there's no texture - the shaded & textured icons are greyed out.

I tried importing both tri's and quads with no luck. Anybody have any suggestions?

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