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Author Topic: Agisoft to Unity3D - dull texture  (Read 7811 times)

Ruben

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Agisoft to Unity3D - dull texture
« on: May 20, 2016, 09:53:38 AM »
Hey folks,

I have been trying to get an Agisoft mesh including texture to Unity which works fine. The problem i am facing is the texture which does not come out the like in the accompanying image file. It looks really dull and not nice.
I have been trying different formats, different settings and all kind of things, even in Unity. What is the problem?
Help would be appreciated.

Ruben

jwoods

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Re: Agisoft to Unity3D - dull texture
« Reply #1 on: May 27, 2016, 11:11:42 PM »
We've not used Unity to work on models but we've had issues with getting the textures from our models loading into Sketchup properly.  With sketchup we're limited to textures no greater than 8192x8192 pixels.  You might try reducing your texture resolution incrementally to see if it eventually imports correctly.  It sounds like what you're describing as a dull poor looking texture is probably the vertices color and not the actual texture.  What's the file type you're using to export your model?  Sometimes they have inherent limitations based on the file type.

Ruben

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Re: Agisoft to Unity3D - dull texture
« Reply #2 on: June 08, 2016, 11:38:54 AM »
I got that problem solved. Firstly the shader in Unity has to be set to "Unlit texture" to avoid artificial shading.
Secondly, the resolution of the texture files accompanied was still too low as the texture in Unity is not applied as detailed as it looks in Photoscan on the textured model. There is a bit of a distortion and reduction apparently.

By reducing the texture pixel size while generating the texture to around 5000px, depending on the PC hardware, lots of files can be produced. In my case I generated about 50-90 texture files which are all applied on the model in Unity automatically using fbx format.

Cheers

rbnkc

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Re: Agisoft to Unity3D - dull texture
« Reply #3 on: June 08, 2016, 08:27:01 PM »
I'm not familiar with Unity but I was unhappy with the textures that were exported to 3ds Max in the  *.obj file. I solved the problem by increasing the texture count from 1 to 2. This gives a higher resolution map for each segment. Hope this helps