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Author Topic: More efficient UV islands and an 'edge bleed' or 'relief' feature for textures  (Read 6641 times)

james___Uk

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Apologies if this has been mentioned before but the UV islands could be more efficient in that you get a lot of small UV islands that are quite far apart (like so http://bit.ly/1DZ5oVC) so I have to generate more or larger textures to get really nice sharpness.

Another thing is that there's no edge bleed on the textures so you get strange artifacts where the edges of the UV islands are. This is what I get in blender before, and then after I fix it with edge relief: http://bit.ly/1DZ5oVC This is easily fixed really with a relief filter in paint.net (like so http://bit.ly/1F0Y9Cv) but it'd just be nice to have it done automatically.

Regards,
James Finnerty

puterich

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I had a chance to try out this amazing product. The first thing that struck me, was the incredibly inefficient UV layout.  If you go to Tools > Mesh > View Mesh UVs... You get to see the UVs and some statistics.

The texture usage is below 30%.
Unfortunately there is no way to change that.


In my case the exported texture did have bleeding without use of an external program. Maybe this is a pro feature, which is the Licence our company would be interested to purchase anyways.

Alexey Pasumansky

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Hello puterich,

At the moment you can export model, create a UV layout in the external application, import the model back to PhotoScan and use Keep UV option in the Build Texture dialog.
Best regards,
Alexey Pasumansky,
Agisoft LLC

mrrafs

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+1 for  retopologizing UV's to a selected camera

james___Uk

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Hello puterich,

At the moment you can export model, create a UV layout in the external application, import the model back to PhotoScan and use Keep UV option in the Build Texture dialog.

Crikey I never knew about this feature :o

Shade3

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it would be awesome for png textures. id like to see as well.

sc

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you can choose whatever texture format you want on export

Shade3

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you can choose whatever texture format you want on export
i mean it would be great if photoscan would create edge padding when exporting png format. models have white line in them with png textures.

James

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i mean it would be great if photoscan would create edge padding when exporting png format. models have white line in them with png textures.

Try something like this, depending on which software you are having the problem in. I'm not a 3ds max user but i know the problem/solution is pretty much the same in blender too: http://www.agisoft.com/forum/index.php?topic=4734

Hi Wishgranter
I've changed my alpha source from my texture's bitmap to None (opaque), and that fixed it! thanks for the help!
« Last Edit: April 15, 2016, 01:16:18 PM by James »