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Messages - renevg

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1
General / Re: Agisoft Metashape 2.1.0 pre-release
« on: November 15, 2023, 04:19:55 PM »
when exporting model + textures it doesn't export the displacement map. The other textures are fine. Exporting displacement map manually  is sometimes fine, sometimes it exports a black jpg.
Would be nice to build all textures in batch.
regards
René

2
General / measured values of quality
« on: August 26, 2023, 09:55:43 AM »
I've got a question about quality control. 
When using my photographs in metashape the mesh usually looks good. But that is not enough for me.
When using it for conservation documentation and scientific imaging it needs to provide known measured values.
Is there a way to objectively measure the quality of the point cloud and mesh?
Thank you

3
General / Re: Metashape to Substance Painter with UDIMs
« on: February 16, 2023, 10:37:14 PM »
@wojcek
I've tried it with 10 tiles and with 20 tiles, and I can get them opened perfectly, after editing the obj. I use metashape 1.8.5 and substance painter 8.3.0 build 2094 with "use UVtile workflow"checked.

4
General / Re: Metashape to Substance Painter with UDIMs
« on: February 13, 2023, 10:46:54 PM »
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
Regards,
René v G

5
General / Re: Metashape to Substance Painter with UDIMs
« on: February 12, 2023, 10:13:26 PM »
I had this problem and found the solution in editing the obj with udims from metashape in c4D with arnold. (redshift will work as well probably). Then the obj will be imported in Painter correctly.

6
Bug Reports / Re: UDIM issue with 1010 texture
« on: February 12, 2023, 05:27:21 PM »
@mikeyjump
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 https://www.agisoft.com/forum/index.php?topic=14965.msg65491#msg65491
I didn't find the solution yet so if you managed, please let us know.

7
General / combine model with new photo?
« on: October 01, 2022, 12:04:16 PM »
Is it possible to combine an existing .obj with a new photo of the same object?
I import a model .obj and I import high res photo for more detail. I add markers on the model and markers on the photo on same location with same name. But then......it ends? Anyone can give me insight on why not or is it possible? I would think that it is possible to copy the location of existing model to location of new markers on photo.

Thank you
René

8
General / Re: creating new mesh from dense cloud without overwriting
« on: July 29, 2022, 06:23:37 PM »
 :-[ wauw,
thank you both.

René

9
General / creating new mesh from dense cloud without overwriting
« on: July 29, 2022, 03:54:02 PM »
Hi
I don't know what I'm doing wrong....I want to create a second mesh (or third)  with same settings from my dense cloud. Usually I get a new mesh, but now it's overwriting the first mesh. anybody?

10
General / Re: confused: from sparse cloud to dense cloud
« on: May 06, 2022, 10:26:53 PM »
Ah yes that would make sense.
Thank you
René

11
General / Re: confused: from sparse cloud to dense cloud
« on: May 06, 2022, 08:36:51 AM »
Thanks for answering Karsten,
I've been working with metashape pro for many years now, but never came across this issue. I've always been using model /gradual selection and optimizing I've always done. But I just don't understand why I didn't see this problem earlier. So hence the confusion. I haven't used combining chunks very often up to now, what I'm using out editing for now. So masks it will be in the future.
btw I couln't reproduce your statement "it is the same for the step from the dense cloud to the model, where an edited dense cloud has no impact to the model (you will see the out edited parts in the model again)."   Once out edited in dense cloud it stayed out edited in mesh. So confusion again, but this time it's the way I want it to be.
Thanks again
René

12
General / confused: from sparse cloud to dense cloud
« on: May 04, 2022, 10:07:51 PM »
So, I'm confused
I went from sparse cloud to dense cloud. In sparse cloud I completely deleted a part of the scanned object, but in dense cloud it's back! So where does it come from? I totally deleted those tiepoints. I thougt that dense cloud is generated from sparse cloud. Can anyone enlighten me?
Thanks

13
General / Re: purpose of texture count
« on: February 25, 2022, 06:52:28 PM »
Actually I do get this to work in a 3d program. My bad.

14
General / Re: Haze on colorcharts and rulers
« on: February 25, 2022, 03:26:53 PM »
Hi Alexey, I did use Masks from model, also when I ran into the problems. Last night I retouched the masks manually. What I didn't try was deleting (or hiding) some mesh, so that's what I'm going to try next time. This is a whole new way of masking for me.  Thanks!
René

15
General / purpose of texture count
« on: February 25, 2022, 02:54:39 PM »
maybe a silly question, but what is the purpose of the texture count? I know it's a memory thing, so if your computer can't render 16384 you render 4x 8192, but when I export my obj with texture, I can't use a diffuse map consisting of 4 jpgs, as far as I know. So...why? some hidden posibilities?

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