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Messages - creasedpixels

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General / Re: Beta-testing of new texture blending algorithm
« on: July 23, 2025, 09:01:18 PM »
Hey Alexey. Can you please explain more (or share a link to more info) about the higher resolution texture that can be achieved with the natural blend mode?

2
General / Ghosting in Adaptive Orthophoto Textures from Overhangs
« on: May 13, 2025, 11:27:28 PM »
Hi all,

When using Adaptive Orthophoto mapping in Metashape, I often encounter “ghosting” artifacts on horizontal surfaces — where overhanging elements like roofs, balconies, awnings etc... are projected onto the ground below. (See attached image: the green and grey parts of the roof, and the solar panels, appear incorrectly on the ground surface.)

I understand this happens because the Adaptive Orthophoto method uses a top-down projection, and doesn’t account for overhanging geometry. As a result, features that are physically above the ground plane get baked into the texture beneath them, even though they shouldn’t be visible from that angle.

Sometimes I prefer using Adaptive Orthophoto because it produces a much more editable texture layout (especially on large flat areas) compared to the fragmented UV maps from the Generic mapping method. This makes manual edits of the texture (e.g., in Photoshop) far more manageable.

That said, the ghosting issue is proving to be a major limitation.

Is there any known way to reduce or avoid this projection behaviour while retaining a usable, editable texture layout? Or perhaps a hybrid approach that balances accuracy of the model with easy editability of the texture?

Thanks in advance for any insight!

3
General / Re: optimise textures
« on: May 09, 2024, 08:01:33 PM »
Thank you for the idea. I've had similar thoughts but it feels more like a workaround, instead of the actual workflow. (I'm hoping there IS an actual workflow!)...

Let's see if anyone else can offer any insight....

Thanks bro 

4
General / optimise textures
« on: May 09, 2024, 05:13:28 PM »
Hi Team - I have a VERY large model. Most of the model is green fields (English countryside) and a small part of the model is a nice old building.

When I create a 32,768px texture, the texture on the building looks nice (of course). But I need a smaller texture (6,144px) and when I create a smaller texture the building looks horrible (I understand, and aware of, the reasoning for this).

I wonder what the best process is for creating a very large model, with a small texture, but maintaining good texture quality in a SELECTED part of the model?

Is this even possible?

5
Feature Requests / Switching Z / Y axes
« on: June 29, 2023, 11:18:35 AM »
Hi team - I am loving Metashape!

I come from a background of VFX and 3D modeling (not surveying) and I just learnt that the Y axis in surveying relates to North / South, but in 3D modeling, it refers to "altitude".

I need to rotate the anchor point (like I can in 3D modeling) or force a switch of axes so that X is East / West, Z is North / South and Y is altitude.

Is this something that can be done? I look forward to hearing from one of the team members shortly.

6
General / .glb problems
« on: June 26, 2023, 03:35:53 PM »
1. Does .glb contain georeferenced metadata?

2. When will this 90º twist of the X axis (reported many months ago) get fixed?

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General / Exporting .glb with GPS metadata and using Geolocation
« on: May 12, 2023, 04:00:24 PM »
Hi Team - thank you very much for having me here. Loving the trial of Metashape that I'm running at the moment.

I hope that my request for support isn't too technical.

I want to create a simple game where the player is running through a scene. The scene will be created from a photogrammetry generated GLB model, for example, Buckingham Palace, London. I need to create "fake" GPS data in our 3D model of Buckingham Palace, so that we can make our system think that the real world object is located somewhere else (it needs to think that Buckingham Palace is actually on our "gaming set", in a big field, 50 miles outside London).

The game controls will be driven through the specific GPS of the user's handheld device, harvested through Geolocation. When the user is standing in our big field, our "game" system should place their location pin on the corresponding position in the Buckingham Palace model. When the user then walks 20m North, the icon, on the model, also moves 20m north too. The geolocation is live so it tracks their moves and, wherever they move, in our field / "gaming set", their icon moves appropriately and proportionately in the model.

I'm understanding Geolocation fine... and we've got some interesting models online already. I just need to make a connection between our glb model and the Geolocation API so that they both understand each other.

Is this something that I can bake deeply into the model when I process it through Metashape?

I look forward to hearing your insight! Many thanks in advance.


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