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Author Topic: Diffuse Texture isn't "seamless" after Photoshop adjustments...?  (Read 361 times)

JohnyJoe

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Photogrammetry (3D Scanning) Diffuse Texture isn't "seamless" after Photoshop adjustments (Shadows/Highlights) - WHY ?
Hello

Im doing a scan of smaller object (orange (fruit); but it doesnt matter, could be anything and the problem happened on and off previously with various scanned models). Im doing the diffuse texture in Agisoft Metashape from the original photos that were used for point cloud, mesh etc. generation ( i dont use another special, separate set of photos (adjusted) just for diffuse texture generation (as is often the case/recommended in a more proper photogrammetry workflow)).

I just use the Photoshop feature/function "Shadows/Highlights" (Image - Adjustments - Shadows/Highlights) to "somewhat" remove highlights and shadows from the Diffuse texture.

(I use indoor scanning setup on a rotating lazy susan with 2 softboxes for lighting so the lighting is "quite" (well... somewhat) even to begin with)


It usually works ok for me (for my "quality  level demand"), but SOMETIMES, as happened currently the (in photoshop) adjusted texture (if applied on the 3d object (in 3ds max)) suddenly gives/shows seams among the UV unwraped islands, picture:
https://prnt.sc/PVMLKlufpM0G

Original Diffuse texture (UNaltered in photshop in any way) doesnt have the seams:
https://prnt.sc/pMKC5ZcR6yKo

I dont know... I vaguely remember that it might have happened before sometimes (maybe..?)  but usually i dont see any problems... Now i do... My understanding is that the shadows/highlights function in Photoshop should work on the whole image "equally" so no "showing seams" problem should occur... Its like if your original diffuse texture doesnt show seams, and you for example, whatever... brighten, darken, add contrast, add color tint, change color balance etc. whatever you do with the texture in Photoshop, if there were no seams in the original diffuse texture, there should be NO seams visible even on the new adjusted one...? Right..? And it doesnt show AFAIK with brightening, darkening, changing color balance whatever...  BUT for some reason it shows (suddenly?) with Shadows Hightlights...? Why is that?

Again i think i MIGHT have gotten this problem MAYBE before but it was NOT often, i cannot even remember it really... But suddenly it shows with the newest model i work on... ( i didnt play with photogrammetry for months really)?

Bzuco

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Re: Diffuse Texture isn't "seamless" after Photoshop adjustments...?
« Reply #1 on: April 18, 2024, 10:03:53 AM »
It could be caused by lowered texture resolution for viewport(alt+B shortcut - viewport configuration - Viewport Images and Textures Display Resolution).
You can try select polygon on mesh which is in seam area and in unwrap UVW figure out what part on texture it is and in photoshop use eyedropper tool to check both color values on each side of the seam if they match. If not, then Shadows/Highlights is not working equally on the whole image.

JohnyJoe

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Re: Diffuse Texture isn't "seamless" after Photoshop adjustments...?
« Reply #2 on: April 21, 2024, 06:10:28 PM »
I now think its because shadow and highlights doesnt work equally on the whol image :-(...

Do i understand it correct, that the proper workflow for this would be to make a separate set of original photos JUST for the diffuse texture generation in Metashape...? This 2nd set of photos (JUST for texture generation, not point cloud, mesh etc., generation, JUST for the texture) should have shadows and highlights reduced even more (from the RAW photos)...? (that means reduce the highlkights and shadows on PHOTOS (via lightroom for example or Adobe Camera Raw) from which you generate the texture, NOT on the texture itself...?) Correct?

Bzuco

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Re: Diffuse Texture isn't "seamless" after Photoshop adjustments...?
« Reply #3 on: April 21, 2024, 10:47:19 PM »
Correct. Or you can try Agisoft delighter, or some 3D painting software and its filters(e.g. substance painter).