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Author Topic: Overcoming the multiple image texturing.. when using keep uv  (Read 14297 times)

FoodMan

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Overcoming the multiple image texturing.. when using keep uv
« on: September 04, 2013, 05:04:56 PM »
hello..

since Pscan can only split the texture generation IF it makes the UV itself, It would be nice if we could load a model... with more than one UV space...

Would that be possible..?  :P

thanks
f/

Alexey Pasumansky

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Re: Overcoming the multiple image texturing.. when using keep uv
« Reply #1 on: September 04, 2013, 05:26:10 PM »
Hello FoodMan,

Such feature is planned.
Best regards,
Alexey Pasumansky,
Agisoft LLC

FoodMan

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Re: Overcoming the multiple image texturing.. when using keep uv
« Reply #2 on: September 04, 2013, 05:52:00 PM »
Hey... Perfect !! 8) 8) Thanks Alexey

Alexey Pasumansky

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Re: Overcoming the multiple image texturing.. when using keep uv
« Reply #3 on: November 18, 2013, 02:04:30 PM »
Hello Foodman,

In the version 1.0.0 build 1771 multi-UV model import should be possible. Please inform us if it works fine for your tasks.
Best regards,
Alexey Pasumansky,
Agisoft LLC

FoodMan

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Re: Overcoming the multiple image texturing.. when using keep uv
« Reply #4 on: November 18, 2013, 05:38:56 PM »
Hellooo Alexey.. thanks a lot

ohhh this is nice and new... I'll let you know asap..  8) 8)

f/

moondeer

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Re: Overcoming the multiple image texturing.. when using keep uv
« Reply #5 on: February 07, 2014, 08:34:07 AM »
Hello Foodman,

In the version 1.0.0 build 1771 multi-UV model import should be possible. Please inform us if it works fine for your tasks.

---> LINK uv udim guide

near the bottom of this page is a chart that describes a few kinds of multi-uv syntax. which one of these is how photoscan expects a multi-uv obj?

from within houdini, merely shifting one uv patch to the right was not compatible with photoscan. i expect there is a syntax difference.

i did have a look in the current documentation, but did not see any multi-uv / tile / patch specifics.

i ask about many UV because it seems photoscan can only import a single object at a time. in my case i have two heros in the scan. i have separated them and cleaned each respective scan. now i would like to bring them both back in for re-projection.
failing that possibility,
i have merged them into a single obj, but with 2 uv tiles. this also fails so far.

lastly,
i attempted to bring them in one at a time for re-projection. this failed using mosaic method because of odd sprays of color from the missing mesh portions.

any suggestions on another pipleline?
« Last Edit: February 07, 2014, 08:41:24 AM by moondeer »

FoodMan

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Re: Overcoming the multiple image texturing.. when using keep uv
« Reply #6 on: February 07, 2014, 09:40:29 AM »
how about masking the color from the missing mesh portions...?

Dmarmor

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Re: Overcoming the multiple image texturing.. when using keep uv
« Reply #7 on: March 17, 2014, 12:41:00 PM »
So does it support multiple uv tiles workflow?
These days working with multiple uv tiles is quite common.
Managing mutliple uv tile (importing mesh and projection) and export the resulting textures using the UDIM convention as presented on the previous post is a must have.

Thanks

scanlab.ca

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Re: Overcoming the multiple image texturing.. when using keep uv
« Reply #8 on: April 09, 2014, 01:22:05 AM »
Just thought I'd share.

PhotoScan does accept multiple UV pages exported from zBrush or other apps, but
you need to edit the OBJ file before importing it back into PS for texture re-projection.

The issue there is use of "g Group#" tag instead of the "usemtl *" tag, which PhotoScan recognizes.

So, open your heavy file in a text editor of your choice, and do Find/Replace on its content. This might take a while but it works.

Your next issue will be dealing with mad amounts of UV Pages if you're into breaking everything into UDIMs.
I've shared this info with Developers, so hopefully we'll get an update soon.


Hope this helps some of you!
Best regards,

Ruslan Vasylev | Scanlab Photogrammetry
S: https://scanlab.ca | E: ruslan@scanlab.ca | T: 1 (778) 991-5157

fredrum

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Re: Overcoming the multiple image texturing.. when using keep uv
« Reply #9 on: June 17, 2014, 06:45:30 PM »

Hi All,

me too am looking for a way to bring a udim UV tiled model back into PS for texturing.
I am using Maya to make udim tiles and have tried to bring back as .obj.

Scanlab, I tried to look for the tags you mention in the test object .obj that I exported from Maya but couldn't see those so I didn't get it to work.

The file starts with:
Code: [Select]
# This file uses centimeters as units for non-parametric coordinates.

g default
v 4.232166 89.589348 38.481514
v 4.319020 39.931038 46.131218

and after the 'vn' (normals?) entries I can see,
Code: [Select]
vn -0.021015 0.152176 0.988130
s off
g polySurface1
f 5/1/1 6/2/2 1/3/3 2/4/4
s 1


Could anyone that managed to get this to work explain some more?


Cheers
Fred (Photoscan newbie)



scanlab.ca

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Re: Overcoming the multiple image texturing.. when using keep uv
« Reply #10 on: June 17, 2014, 06:58:17 PM »

Hi All,

me too am looking for a way to bring a udim UV tiled model back into PS for texturing.
I am using Maya to make udim tiles and have tried to bring back as .obj.

Scanlab, I tried to look for the tags you mention in the test object .obj that I exported from Maya but couldn't see those so I didn't get it to work.

The file starts with:
Code: [Select]
# This file uses centimeters as units for non-parametric coordinates.

g default
v 4.232166 89.589348 38.481514
v 4.319020 39.931038 46.131218

and after the 'vn' (normals?) entries I can see,
Code: [Select]
vn -0.021015 0.152176 0.988130
s off
g polySurface1
f 5/1/1 6/2/2 1/3/3 2/4/4
s 1


Could anyone that managed to get this to work explain some more?


Cheers
Fred (Photoscan newbie)

"g polySurface1" is the group i'm talking about,
if you were to do search&replace on "g polySurface*" and change that to "usemtl polySurface".

Then you'd get you UV pages working properly.


Best,
Ruslan
Best regards,

Ruslan Vasylev | Scanlab Photogrammetry
S: https://scanlab.ca | E: ruslan@scanlab.ca | T: 1 (778) 991-5157

fredrum

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Re: Overcoming the multiple image texturing.. when using keep uv
« Reply #11 on: June 18, 2014, 07:27:54 AM »

Thanks for the clarification.   I am afraid that it still does not work for me after trying to follow your tip.
Looking up usemtl it seems to refer to a hint to use a specific material?
I am attaching a file here with my model maybe someone can take a look and see what I do wrong?
Or upload an example .obj that has the udim's working and I could try to copy the syntax?

Cheers
Fred

scanlab.ca

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Re: Overcoming the multiple image texturing.. when using keep uv
« Reply #12 on: June 19, 2014, 05:39:58 AM »

Thanks for the clarification.   I am afraid that it still does not work for me after trying to follow your tip.
Looking up usemtl it seems to refer to a hint to use a specific material?
I am attaching a file here with my model maybe someone can take a look and see what I do wrong?
Or upload an example .obj that has the udim's working and I could try to copy the syntax?

Cheers
Fred

Oh, I see. I missed a few steps.
Anyway, this G for USEMTL mumbo-jumbo is old.

Just import your model into you package
assign different shaders to each UDIM you have
move UDIMs back into 0-1 UV space
import your model back into Photoscan and you'll have working UV pages
and you'll be able to generate higher resolution textures

Best regards,

Ruslan Vasylev | Scanlab Photogrammetry
S: https://scanlab.ca | E: ruslan@scanlab.ca | T: 1 (778) 991-5157

fredrum

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Re: Overcoming the multiple image texturing.. when using keep uv
« Reply #13 on: June 19, 2014, 07:36:13 AM »

Hey yes THAT actually worked!! :)
Haha you had me with the mumbo-jumbo.
This should be in the manual.

Thank You again.
Fred