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Messages - 3DandVR

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1
Hallo Alexey

in the mesh there are remnants of a masked area.

In sparse Cloud and on the texture masking works fine

2
Bug Reports / 1.6.0 Masks are not working at Build Mesh from Depth maps
« on: January 03, 2020, 11:04:40 AM »
Is there bug with masking at build mesh or an new hidden setting or tweak?
Version: 1.6.0 Build 9925 (Standard)

In sparse cloud the masks in the pictures are working but in the Mesh (from Depth maps) the masked areas are still there.
Masking is not working at build mesh!?

I used the same workflow as in 1.5.5. With 1.5.5. it is working properly!




3
Quote
Try TOOLS > MESH > CLOSE HOLES...

This funktion I tried already.
But ist is only for large holes? In my models small holes like in the fense are not closing.

I tried filter marked meshes in this areas but this is also not working.

4
In my models I have problems with many small holes in mesh.
I use MS 1.5.5 pro, mesh from depth maps. Quality high and medium and faces at high.

I tried with markers and without.
Without markers and/or medium quality is mesh generation a little bit better. Why?

How can I get rid of small holes in the mesh? Are there tweaks for it?

I tried closing holes in mesh in marked areas but there was an error without explanation.
Quote
2019-10-02 20:03:42 Analyzing mesh...
2019-10-02 20:04:03 duplicate faces detected - fixed
2019-10-02 20:04:03 multiple edges detected - fixed
2019-10-02 20:04:04 Finished processing in 21.719 sec (exit code 1)
2019-10-02 20:04:04 total 188 faces removed
2019-10-02 20:04:04 Analyzing mesh...
2019-10-02 20:04:19 Error: multiple edges detected
2019-10-02 20:04:19 Finished processing in 14.891 sec (exit code 0)
2019-10-02 20:04:19 Error: Can't close holes

5
General / Re: unwanted vertices inside the mesh
« on: September 06, 2019, 09:26:20 PM »
I have also difficulties with holes and unwanted vertices in the meshes (from depth maps) with Metashape versions after 1.5.1.

Looks like the same problems Mak11 have.

I explain it also here
https://www.agisoft.com/forum/index.php?topic=11327.0

6
General / Re: Visual Consistent Mesh Generation
« on: September 06, 2019, 09:18:53 PM »
I have also difficulties with holes and unwanted vertices in the meshes (from depth maps) with Metashape versions after 1.5.1.
I use the standard version of Metashape 1.5.3.

With MS 1.5.1 there were less holes at the same positions and fine struktures were also better, unwanted vertices inside meshes were also less or not a problem.
Meshing with Photoscan 1.4.5 with Mesh from Dense Cloud was bether, but only at larger and closed struktures like wooden or good struktured walls or similar. At fine struktures like an open roof 1.4.5 was not so good.

With MS 1.5.3 in dense clouds is much more noise from background around edges.

Agisoft please provide a list of tweak funktions, because each try takes days to process with my Models (800 to 1200 Pictures at 24MP).
I have not the time to try and try and try… it is also very frustrating when you don't know how to change these special parameters. Thank you.

7
Bug Reports / Re: Continual crashing on build dense cloud
« on: December 20, 2018, 12:37:14 AM »
Quote
Now it seems to happen nearly constantly. I have enabled logging and it always happens at:
2018-12-12 14:17:58 filtering depth maps... .

I have the same Problem when "MSI Afterburner" is runnig! (GTX1080ti MSI Aero, Dual E5-2689v4, 256GB RAM)
When I end MSI Afterburner, filtering debth maps runs successfully with out any problem.

8
General / Re: slow processing, workstation issue?
« on: June 13, 2018, 01:40:08 PM »
You have chosen almost the slowest possible processor for this. The GPU speed depends on the CPU speed.

Edit: RAM Speed on the E5-2620 is also slower (only up to 1333Mhz) than on the faster CPUs (up to 1600Mhz)
https://ark.intel.com/compare/64596,64582,64594


The fastest processor in the Xeon E5 v1 series is the E5-2687w (8 Core 3,1GHz / 3,8Ghz Turbo, 150Watts TDP)
https://ark.intel.com/products/64582/Intel-Xeon-Processor-E5-2687W-20M-Cache-3_10-GHz-8_00-GTs-Intel-QPI

2nd is the E5-2690 (8 Core 2,9GHz / 3,8Ghz Turbo, 135Watts TDP)
https://ark.intel.com/products/64596/Intel-Xeon-Processor-E5-2690-20M-Cache-2_90-GHz-8_00-GTs-Intel-QPI

3rd is the E5-2680 (8 Core 2,7GHz / 3,5Ghz Turbo, 130Watts TDP)
https://ark.intel.com/products/64583/Intel-Xeon-Processor-E5-2680-20M-Cache-2_70-GHz-8_00-GTs-Intel-QPI

4th is the E5-2667 (6 Core 2,9GHz / 3,5Ghz Turbo, 130Watts TDP)
https://ark.intel.com/products/64589/Intel-Xeon-Processor-E5-2667-15M-Cache-2_90-GHz-8_00-GTs-Intel-QPI

But you have to check the maximum power delivery from your Motherboard.

Full v1 Series
https://ark.intel.com/products/series/59138/Intel-Xeon-Processor-E5-Family#@server

You can check if your motherboard is able to use the Xeon E5 v2 series, than you can use more cores and more speed.
Full v2 Series
https://ark.intel.com/products/series/78582/Intel-Xeon-Processor-E5-v2-Family#@server

9
You can import the model in "Blender", Photoscan is only for static models.
https://www.blender.org/
It is freeware and with this program you can make some awesome animations.
There are lot of tutorials how to do it.

10
General / Re: Best way to get good texture
« on: January 14, 2018, 10:51:20 PM »
4096 in square is the pixel size of the texture picture that wraps on the mesh.

How large you can make a texture file ist depending on your video card and size of the video RAM.

A GTX1080ti with 11GB Video RAM is able to process a 32768x32768 pixel (1Giga pixel) texture file.
A GTX 960 with 4GB Video RAM ist able to process a 16384x16384 pixel (192Mega pixel) texture file.

But you can split the texture file in more pieces with the texture making process. It is better for uploading to 3D model libraries and visualisation on slower PC.

For Sketchfab it is better do to maximum 8192x8192 Pixel (67Megapixel)
Quote
The maximum supported file size per texture is 75MB. However, we recommend staying well below this limit whenever possible. Such large images use a lot of resources, and are usually overkill. Keep in mind that we will not render textures larger than 8192px × 8192px
https://help.sketchfab.com/hc/en-us/articles/202600873-Materials-and-Textures#textures-file-formats

It is depending how you process the model with Photoscan. With a lot time you can process you model in very high Quality and it is look like a photo in 3D....but you need really a lot of time...

11
Face and Body Scanning / Re: Power LEDs (working at 220 V)?
« on: October 29, 2017, 08:28:45 PM »
These LEDs have a CRI "Color Rendering Index" value of 80.
This CRI value is not good for photography especially for skin (also food, nature,...).
It is better you use LEDs with a CRI greater then 90 or better greater than 95!
This Video explains it better.
https://www.youtube.com/watch?v=IR42KFZswOg
https://www.diyphotography.net/why-cri-matters-when-you-pick-an-led-panel/

2700kelvin color temperature is also slightly warm.
Photo LEDs are normally at about 5500 to 5600kelvin.

There are LED Strips you can power with 12Volt DC (=flicker free), they are may be a better solution for DIY Lighting.
https://www.ebay.com/itm/172707727216?rmvSB=true

for 220V there are these Lamps
https://www.amazon.de/Tageslicht-Power-Fotolampe-Leuchtmittel-5500K/dp/B018SAQSYU
or also these
https://www.amazon.de/Vollspektrum-Tageslicht-Flimmerfreie-Lichtqualit%C3%A4t-Technologie/dp/B01MCWBBGU/

12
Hello 3DandVR,

Can you please confirm, if the same behavior is observed in the version 1.3.4?
With Version 1.3.4 5067 I observed the same behavior.
I tried 4096x4096 x4

Is it possible that Photoscan uses only the onboard GPU from the Server Motherboard instead of the GTX1080ti for the texture?
Without texture viewing speed is normal fast even at 40M Faces.

I have both GTX1080ti, VOB-Support and Performance optimization enabled. SLI is not enabled.

13
General / Texture with texture count larger than 1 is very slow on screen
« on: October 03, 2017, 12:29:18 AM »
Hello,

it is my first question here. I am from Austria and my English isn´t the best ;)
Some experience I have made with Photoscan in the last year but now I have larger projects.
They are made from ~1200 photos 24MPixel.

With my workstation Dual Xeon E5-2689v4, 128GB RAM and two GTX1080ti all works fine.
But now I ran into an issue with the texture building process on larger textures.
Uploading to other sites is sometimes restricted to 4k or 8k texture files.

I hope somebody can help me with my problem.
My Version of Photoscan Standard is 1.3.3 Build 4827, Windows 10 pro, Nvidia Driver is 385.41

When I build a texture for my model with 16M Faces at 16384x16384 x1 there is no problem to view it with ~5FPS (pan, tilt, moving) on the general screen.

But when I made a 8192x8192 x4 or a 4096x4096 x16 texture, there is now no way to view it. Even a 4096x4096 x2 does not work. It takes now for every step 20 seconds to react, to move, tilt or pan and sometimes Photoscan isn´t react at all.

Is there a way to do it properly, is it normal, or ist an higher texture count only good for high-field/Ortho models?

Thank you all for helping.

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