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Messages - 3D_Scan_Fan

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31
General / Re: [Help!] Textures coming out really bad! Why? :(
« on: March 13, 2020, 10:59:54 PM »
That looks good but in older version they won't have that feature hence why we go externally.

How would I be able to do that in 3ds max?

32
General / Re: [Help!] Textures coming out really bad! Why? :(
« on: March 13, 2020, 08:20:04 PM »
But I've done this years ago and I never had this problem before. I think it was version 1.1 of Photoscan.

33
General / Re: [Help!] Textures coming out really bad! Why? :(
« on: March 13, 2020, 05:21:32 PM »
No, I don't quite understand that actually.

The new UVs were done in 3ds max with a Cylindrical map applied, also made to "Fit" the mesh. Thus it should've covered it.

34
General / Re: [Help!] Textures coming out really bad! Why? :(
« on: March 13, 2020, 01:12:13 PM »
Anyone at all may I ask?

I've tried it again on a different mesh but still getting the same result! 🙁

I just want to have good working textures and I can't progress if this is happening 😢

Is the UV layout messed up (mesh -> view mesh UVs) or only the texture map?

It's only the texture map.

This happens when applying a new UV layout in 3ds max, exporting that mesh and then importing it back into Photoscan  :(

35
General / Re: [Help!] Textures coming out really bad! Why? :(
« on: March 13, 2020, 03:32:13 AM »
Hello 3D_Scan_Fan,

Is it possible to share any sample project (with aligned cameras and imported mesh with UV layout) and some source images for texture blending, so that we could observe similar behavior on our side and investigate the problem? If so, please send the download link to support@agisoft.com.

Hi Alexey,

I have just sent you a WeTransfer of this project, it should have everything you need.

Please confirm that you've received it.

36
General / Re: [Help!] Textures coming out really bad! Why? :(
« on: March 12, 2020, 02:24:04 PM »
Anyone at all may I ask?

I've tried it again on a different mesh but still getting the same result! 🙁

I just want to have good working textures and I can't progress if this is happening 😢

37
General / [Help!] Textures coming out really bad! Why? :(
« on: March 11, 2020, 04:39:24 AM »
Hi,

As the subject states, my generated textures are coming out really bad i.e. stripy, glitchy, virtually usable.

This happens after I bring the mesh back into Photoscan/Metashape from 3ds max after applying new UVs (a very simple cylindrical layout covering the mesh) and "Keep UVs" within the software.

The result is not what I've experienced before years and years ago, thus I'm pulling my hair as to why this is happening.

I've attached an example, you can see the stripes for this one.

Does anyone know or have experienced such matters?? I would really appreciate it if anyone can help me on this! :(

38
Face and Body Scanning / Deleted
« on: March 11, 2020, 04:33:45 AM »
Deleted

39
General / Re: GPU acceleration during Dense Point cloud generation
« on: March 04, 2020, 06:46:35 AM »
Yes I have read somewhere awhile ago that not having plans but I do think this is a big mistake. Before the introduction of building meshes from Depth Maps (although this has existed as far back as PS 1.3.5.) it has always been Dense Clouds and for many years too, they still remain an important part of the workflow as it potentially provides more options, and just recently from my experiments, meshes from depth maps produce (whilst cleaner but) inferior results with less details, which is absolutely disappointing!

Many users (like myself) still use Photoscan the quality and speed it produces are very good, the issue only remains that Dense cloud generation is painfully slow, like reallyyy slow. Competition like from their main competitor Reality Capture from Capturing Reality does all their processing on graphics card (if one is provided) and in almost a fraction of the time.

There is a need, it has gone on for far too long, I highly believe this should be implemented.

40
General / Re: GPU acceleration during Dense Point cloud generation
« on: March 04, 2020, 05:35:36 AM »
Hi everyone,

Sorry for bringing this up again but I came across this whilst I was doing some research and I 100% agree with @sflo

It has been almost a year since the last post and has been years since GPU acceleration was introduced, but up til now why hasn't there been any GPU acceleration for Dense Cloud processing???

Yes I know it does the "first stage" that being the depth map generation, but the most intensive and important part of this software is the actual Dense cloud generation.
It really confuses me why we can't use any of our graphics cards to improve the performance of Dense Cloud (and without explanation!).

Can this be brought in as an update for some previous versions of Photoscan? Or at least the next build of Metashape by any chance?? :(

It would be REALLY good to have and would bring you forth as a leader in Photogrammetry.

41
No? Anyone at all?

I haven't used zbrush, so only guessing!

If you have 'decimated and denoised' in zbrush then presumably you will have lost the uv mapping that was originally generated when you first textured the mesh in photoscan.

To generate a new uv map, you will have to either:

1. import the 'decimated and denoised' mesh into photoscan and generate texture using generic mapping (this will generate a new generic uv map for your 'decimated and denoised' mesh
2. do some uv unwrapping of the 'decimated and denoised' mesh in zbrush
3. uv unwrap in some other software

If you do #2 or #3 then you still need to do #1 but using 'keep uv' instead of 'generic' mapping.

Well I've taken that as one of my steps, I Dynamesh'ed the mesh in Zbrush quite low and exported it as an OBJ and imported it back to Photoscan however the placement of the model is completely off, the transform and rotation does not match the original/dense cloud at all.

Either way with that I proceeded with Building a Texture for it as you normally do and not surprisingly everything came out looking wrong, complete garbage :(

How would I go abouts doing this? Bringing a modified mesh in Zbrush into Photoscan to work with??

42
Okay wow, that was all what was needed to be done, feel abit stupid now :(

But in anycase, how would i go about doing it for 3ds max then??

43
Well what I've been doing was importing yhe decimated-denoised mesh into Photoscan, building a texture map for it and exporting an FBX file from Photoscan including a texture being made through it. Then i would take it into 3ds max which actually opens up the mesh with the texture in place correctly, then I would export that into an OBJ keeping yhe texture coordinates during the export, finally that exported OBJ containing UVs is imported into Zbrush and when i start applying a texture map it works, but not as it should be, it looks completely patchy and messy, reading it all wrong :(

And it's really strange, the mesh isnt that heavy but everytime i try adding a UVW Unwrap modifier to the mesh in 3ds max is seriously has a very hard time doing so, keep freezing, unresponsive and somewhat slow. I just thought i could redo the seams there and export a new texture based on that before doing any changes to it in Zbrush.

So I suppose what you're saying is, import the decimated-denoised mesh into Photoscan and build a texture using 'Keep UVs'? But wouldn't the outcome be different from 'Generic' or if one was to use any other option?

Also how would this differ? The mesh would still be the same and tbe exported texture map looks the same too (from my recollection).

44
Anyone?

Anyone at all may I ask?

45
Hmmm, that simple huh? :D

So all I do is just import mesh (which replaces the current one in the chunk, then just 'Build Texture' and that's it?

Also, how would I take it into Zbrush? It says that my (decimated and denoised) mesh contains no UVs and that I would need to apply UV mapping or polypaint. How do I get the texture that was generated in Photoscan onto the mesh in Zbrush?? :(

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