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Messages - Willi Hammes

Pages: [1]
1
Feature Requests / Mesh clean up tool T-Vertices/Sliver Faces
« on: May 26, 2020, 11:50:41 AM »
Hi Agi guys,

I have a request for cleaning up meshes after decimation. I would love to have a few more options like:

- Remove T-Vertices
- Fix Sliver Faces (with a threshold)

That would help a lot to prepare low poly versions of scans.

What you think?

Willi

2
General / Re: Agisoft Metashape 1.6.3 pre-release
« on: May 16, 2020, 12:32:10 PM »
So with 1.6.3 I get some hard reboots when building meshes from depth maps, it seems to trash the GPU driver and Win10 reboots.

Windows log:
The Desktop Window Manager process has exited. (Process exit code: 0xc00000fd, Restart count: 1, Primary display device ID: NVIDIA GeForce RTX 2080 Ti)

Log Name:      Application
Source:        Dwminit
Date:          12/05/2020 14:18:36
Event ID:      0
Task Category: None
Level:         Warning
Keywords:      Classic
User:          N/A
Computer:      titan64
Description:
The Desktop Window Manager process has exited. (Process exit code: 0xc00000fd, Restart count: 1, Primary display device ID: NVIDIA GeForce RTX 2080 Ti)
Event Xml:
<Event xmlns="http://schemas.microsoft.com/win/2004/08/events/event">
  <System>
    <Provider Name="Dwminit" />
    <EventID Qualifiers="32770">0</EventID>
    <Level>3</Level>
    <Task>0</Task>
    <Keywords>0x80000000000000</Keywords>
    <TimeCreated SystemTime="2020-05-12T12:18:36.827132700Z" />
    <EventRecordID>10782</EventRecordID>
    <Channel>Application</Channel>
    <Computer>titan64</Computer>
    <Security />
  </System>
  <EventData>
    <Data>0xc00000fd</Data>
    <Data>1</Data>
    <Data>NVIDIA GeForce RTX 2080 Ti</Data>
  </EventData>
</Event>

3
Bug Reports / Re: Pack iteration Texture generation
« on: May 16, 2020, 12:21:50 PM »
Where do I find this BuildUV texture_size thing? :) I have been doing some more tests and so far the only way I could get it to work was to split the 16k texture into multiple ones, that also processes a hell of a lot faster doing 4x8k. Alexey did you guys look at that project I send, any idea why this one takes so long?

4
Bug Reports / Re: Pack iteration Texture generation
« on: May 13, 2020, 12:29:52 PM »
I have a two projects where it gets stuck ... or at leased takes an unusual long time compared to similar projects. For example the on in my other post runs already for an hour while a similar one completes in 9 minutes.

cheers
Willi

5
Bug Reports / Re: Pack iteration Texture generation
« on: May 13, 2020, 11:52:31 AM »
Hi Alexey,

still takes a very long time or gets stuck, compared to a similar project that doesn't triggers the pack iterations loop.

I will upload the project for you and send a link to support@agisoft.com so you guys can check it.

cheers
Willi

6
General / Our latest work with Metashape, Burned Dead Forest Biome
« on: April 10, 2020, 11:36:14 AM »
Our latest collection of custom scanned assets is done :D

235GB of raw scan data use for over 120 assets. Source data for each asset around 50-200 23MP photos with Sony Alpha 5100 processed in Metashape. Each asset source data around 50-120 Million triangles with 16K textures each. Average asset processing time was 2-5 hours on 4x RTX 2080 Ti, i9 9940X with 128GB. All assets generated with mesh from depth maps at Ultra and the mesh refinement tool.

Enjoy!

More screenshots here:
https://www.artstation.com/artwork/3o5AwY







7
General / Re: Showcase: Deadtree with Metashapes mesh from depth maps.
« on: September 10, 2019, 12:40:11 PM »
Oh that looks good. I haven't had a change to try it yet, but will do as soon as I'm done processing all the new scans :)

cheers

Willi Hammes

MAWI United GmbH
www.mawiunited.com

8
General / Re: Showcase: Deadtree with Metashapes mesh from depth maps.
« on: September 10, 2019, 11:56:04 AM »
Thanks Mak.

most of the time I use Unwrella for 3dsmax to unwrap the low poly.

cheers

Willi Hammes

MAWI United GmbH
www.mawiunited.com

9
General / Showcase: Deadtree with Metashapes mesh from depth maps.
« on: September 10, 2019, 11:19:20 AM »
Hi,

just wanted to share some of my latest scan with Metashape, it's part of a much larger array of scans I did last week.

This one was made from 86 photos, 24 MPixel, using Metashapes mesh from depth maps feature.
The mesh is 18 Million triangles with a 16k texture. Took 4 hours to process on 2x RTX 2080Ti at Ultra High detail setting.

You can see more, and higher res images here:
https://www.artstation.com/artwork/8la3Vn

cheers

Willi Hammes

MAWI United GmbH
www.mawiunited.com


10
General / Re: Agisoft PhotoScan 1.4.0 pre-release
« on: October 16, 2017, 08:59:15 PM »
Hi Alexey,

yes noticed that too after looking through the menus.
This indeed helped a lot with the detail, a lot cleaner as well, compared to 1.3s output.

I tried to use it on older scans made with 1.3 but it keeps crashing on all of the meshes.
I guess the base meshes are way to dense to also run the refinement tool on them.

Will do some more tests with new data in 1.4.

But the idea of having the relative displacement stored in a baked texture would still be a cool feature to have.

Best regards
Willi Hammes

11
General / Re: Agisoft PhotoScan 1.4.0 pre-release
« on: October 12, 2017, 12:43:25 PM »
Hi,

I have been playing around with the new version and there is a bug where you can't set a custom resolution for the mesh generation. The field is disabled when using the arbitrary 3D mode. The Ultra High setting doesn't give enough detail to generate a sharp normal map from the data.

But I had an idea and hope this is possible to add as a new feature the 1.4.
Is it possible to bake the dense pointcloud height information into the textures alpha channel? So it would trace from the generated mesh to the dense point cloud and record the difference in distance as a grey scale texture into the alpha of the color map or a separate set of textures.
This way we could use the lower res meshes and displace them later to get back the full detail. This would make the handling of detailed scans a lot easier since you don't need to work with massive 40 million or more poly meshes.

What you think?

cheers,
Willi Hammes

CEO
MAWI United GmbH

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