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Author Topic: Texture/Count  (Read 12473 times)

Peter

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Texture/Count
« on: January 23, 2014, 06:05:12 PM »
What will the result be if i raise the count value ?

more details in the textures?

Alexey Pasumansky

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Re: Texture/Count
« Reply #1 on: January 23, 2014, 06:08:15 PM »
Hello Peter,

Count parameter defines the number of texture atlases for texture generation process.

So the texture atlas space for 2048 x 4 atlases will be the same as for 4096 x 1 atlas.
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Alexey Pasumansky,
Agisoft LLC

Peter

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Re: Texture/Count
« Reply #2 on: January 23, 2014, 06:55:02 PM »
Ok, so if i want moore detailed texture ooutput for my obj fil what to do?

is still the graphics card the limit?, mine is at 16384

Alexey Pasumansky

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Re: Texture/Count
« Reply #3 on: January 24, 2014, 02:33:32 PM »
Hello Peter,

Graphic card is important for visualization and not for generation, so if your hardware can handle 16k texture (and there sufficient amount of RAM) you can use bigger atlas.
Best regards,
Alexey Pasumansky,
Agisoft LLC

r0xx

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Re: Texture/Count
« Reply #4 on: December 09, 2014, 07:37:23 PM »
I'm also interested in this. How can one get a more detailed texture?
My my graphic card also "only" supports 16384x16384.
Can this be overidden by using multiple textures (increasing the count value) or by using another graphic card (If yes -> which ones do support more)?

bmc130

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Re: Texture/Count
« Reply #5 on: December 10, 2014, 01:05:07 AM »
Hello, regarding texture count, I have a bit of a problem, especially on objects with smaller details where the UV's gets really small. I used the texture count option and generated the 2 textures at 16k. But the only thing I got was the first atlas looking pretty much the same as it did before using the texture count and the second one was more or less empty with just some smaller chunks in it..Is there any way to get Agisoft to better use it's texture space in cases like this?

r0xx

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Re: Texture/Count
« Reply #6 on: December 16, 2014, 06:16:41 PM »
How come when exporting a texture to obj/fbx which is 16x1024 has all those texture errors inside? How can we fix those errors when exporting?

Alexey Pasumansky

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Re: Texture/Count
« Reply #7 on: December 16, 2014, 06:28:46 PM »
Hello r0xx,

The Max Texture Size values given in the Console pane means the max resolution for visualization purposes (larger texture atlases will be downscaled when displayed in PhotoScan).

However, using 16x (1024x1024 pix) textures effectively are similar to single 4096x4096 pix atlas.

Best regards,
Alexey Pasumansky,
Agisoft LLC

Alexey Pasumansky

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Re: Texture/Count
« Reply #8 on: December 16, 2014, 06:31:01 PM »
Tiny texture charts in the atlas are usually the result of noisy surface or big number of isolated mesh parts, like polygons "flying" around the object. Usually the latter case is a consequence of disabled interpolation for the mesh generation.
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Alexey Pasumansky,
Agisoft LLC

Marcel

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Re: Texture/Count
« Reply #9 on: December 16, 2014, 06:58:40 PM »
Are there plans to implemented PTEX in Photoscan? It would be an idea format for textures on 3D scans (maximized UV use).

http://ptex.us/
http://blog.digitaltutors.com/understanding-ptex-is-it-the-future-of-texturing/






r0xx

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Re: Texture/Count
« Reply #10 on: December 17, 2014, 04:27:09 PM »
Tiny texture charts in the atlas are usually the result of noisy surface or big number of isolated mesh parts, like polygons "flying" around the object. Usually the latter case is a consequence of disabled interpolation for the mesh generation.

Ok thanks!