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Author Topic: How to post process texture?  (Read 4398 times)

feklee

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How to post process texture?
« on: September 18, 2023, 12:41:30 PM »
See examples (same as in my other post):


The models were generated from RAW image files off my Sony ZV-1. As I exposed for the highlights, they are dark, but then they have a high bit depth. So a lot of info is in the shadows. Metashape was happy with the images: 641/641 = 100% were aligned.

What is a good strategy for editing the texture to look more like that generated by Zephyr?

I understand there is the tool “Set brightness…” However, that is cumbersome to use, to say the least: I dial in brightness and contrast, and then they are applied, without a preview and without an option for undo. This means, if I’m not happy, I have to revert to the saved file. Obviously, this is not a good workflow. I am thinking that it may be better to edit the texture file in an image editor such as Adobe Camera Raw, or maybe I should look into Substance Painter. Any suggestions are appreciated!

feklee

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Re: How to post process texture?
« Reply #1 on: September 27, 2023, 03:40:47 PM »
Finally I got around to post processing the texture: https://sketchfab.com/3d-models/2023-09-05-tree-gate-842f0d83577a4d7996b99fafa24d872c

My process:

  • Exported the model as PLY + JPG.
  • Exported the texture as TIFF (16 bits).
  • Edited the TIFF in ACR: Exposure +1.5, Contrast +50, Highlights -30
  • Exported the TIFF from ACR, replacing the above JPG. As quality I chose 9, which gave me a similar size to the original JPG.
  • Upload to Sketchfab to preview, and repeated several times.

I still wish the texture was a bit more vivid and crisp, like the one generated by 3DF Zephyr. However, postprocessing as above is cumbersome, and I am not willing to spend more time on it. I would prefer to do the above steps directly in 3D, but I didn’t find any decent tool.

For previewing the textured model, without uploading it to SketchFab, I looked into MeshLab. That’s quick, but the brightness is different than in SketchFab. Maybe that can be adjusted. Note that I disabled lighting in SketchFab and in MeshLab.