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Author Topic: build a good texture  (Read 8862 times)

mill111

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build a good texture
« on: May 11, 2015, 01:52:21 PM »
Hello,

I am trying to generate a good texture.
But no matter how I try, the texture is mixed with blurred and sharpened area.
How to make a crisp texture?
My photos are mostly center focused.
camera: NiconD800     28mm    f16    ISO400
Mapping mode: Generic
Blending mode:  Mosaic
 

MetaUser555

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Re: build a good texture
« Reply #1 on: May 11, 2015, 11:48:30 PM »
Hi,
From your texture it looks like you have a lot of 'shine' or specular reflections in your source images.
It's also being compounded by ISO you are using try sticking to 100.
Reducing your spec is your first priority if you don't want to just fix it in post. Look into polarization.
You will get areas in the texture that will be more blurry compared to others even if you have perfect pictures.
What i usually do is generate a large image and reduce down.
hope this helps

mill111

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Re: build a good texture
« Reply #2 on: May 12, 2015, 11:00:55 AM »
Hi,

Thank you for your advice.
I will use a polarizer.

I am just curious.
How  Photoscan calculate during texture generation.
I thought Photoscan uses only the center of the picture.
If the center of the picture was well focused, I thought I could get a crisp texture.
 


mrb

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Re: build a good texture
« Reply #3 on: May 12, 2015, 09:21:25 PM »
Hi,
From your texture it looks like you have a lot of 'shine' or specular reflections in your source images.
It's also being compounded by ISO you are using try sticking to 100.
Reducing your spec is your first priority if you don't want to just fix it in post. Look into polarization.
You will get areas in the texture that will be more blurry compared to others even if you have perfect pictures.
What i usually do is generate a large image and reduce down.
hope this helps

I highly doubt that ISO 100 vs. 400 is the reason for the artifacts in the texture.  It's more likely simply a result of photoscan trying to blend a high number of photos together.

Marcel

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Re: build a good texture
« Reply #4 on: May 12, 2015, 11:25:25 PM »

I highly doubt that ISO 100 vs. 400 is the reason for the artifacts in the texture.  It's more likely simply a result of photoscan trying to blend a high number of photos together.

I agree. But without seeing some source photos at full resolution all we can do guess.

Show us source photos at full resolution and we will be able to help much better.

igor73

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Re: build a good texture
« Reply #5 on: May 13, 2015, 02:00:37 AM »
How did you generate the UV map?  With Agisoft? 

You could try to mask out out of focus areas of images to force Agisoft to ignore those parts of the images.  Has worked OK for me in some projects where i had kind of similar problems. Don´t forget you can use photoshop to fix errors in the texture to. Clone stamp, healing brush etc.  To do this you need a proper UV though and Agisoft produces tiled UV´s that are hard to edit.  There are options in Agisoft to get a more easy to edit UV but that mostly works for flat objects.   Making the UV with a 3D software will usually give you more control and better UV. 

James

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Re: build a good texture
« Reply #6 on: May 13, 2015, 10:55:40 AM »
I am just curious.
How  Photoscan calculate during texture generation.
I thought Photoscan uses only the center of the picture.
If the center of the picture was well focused, I thought I could get a crisp texture.

Not quite, http://www.agisoft.com/forum/index.php?topic=1510.msg7847#msg7847, photoscan will use cameras that are looking most directly at a face, so if you have noise in your mesh and adjacent faces are pointing in different directions then they may be textured by completely different images, which on shiny objects will cause dramatic differences due to specular highlights appearing in different places in different images.

Also if the image that is facing in the direction most parallel to the surface normal is further away than the image used for texturing an adjacent part of the mesh then you will get the changes in resolution.

You can also look at the mesh uvs in photoscan to see how much the uv map is being scaled in different places as this would also explain variations in texture resolution.

Can we see the mesh as well as the source photos?
« Last Edit: May 13, 2015, 11:01:14 AM by James »

mill111

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Re: build a good texture
« Reply #7 on: May 14, 2015, 03:38:59 PM »
Those photos were taken quite a long time ago.
I am afraid I can not upload the sources.
They were not good so I deleted the sources.

But I understand how PS calculate to generate a texture.
I think masking and reducing the number of photos are the best option so far.

Thank you everyone for the help.

mrb

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Re: build a good texture
« Reply #8 on: May 14, 2015, 05:50:34 PM »
They were not good so I deleted the sources.

well maybe that's why the texture wasn't any good....?
PS isn't magic, it can only work with what you give it.  If the photos are blurry, dark, overexposed, etc that will all affect different parts of the alignment and texturing process.

mill111

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Re: build a good texture
« Reply #9 on: May 15, 2015, 03:07:38 PM »
Hello,

I understand I need to take a photo as clean as possible.
If it is not possible to take crisp photos, then I need to mask them up manually.

The PS source takes up too much disk space.
I usually delete a project data if the result was not good.
That is why I deleted the sources.