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Author Topic: Texture buffer  (Read 9427 times)

ugo

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Texture buffer
« on: November 02, 2017, 06:10:52 PM »
Hello,
there are always buffer area in my textures, sometimes more sometimes less.
I want the buffer area as few as possible, what should i do?

Thanks

Alexey Pasumansky

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Re: Texture buffer
« Reply #1 on: November 02, 2017, 08:26:01 PM »
Hello ugo,

Do you mean how much blank space there is in the texture atlas?
Best regards,
Alexey Pasumansky,
Agisoft LLC

ugo

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Re: Texture buffer
« Reply #2 on: November 03, 2017, 02:03:05 PM »
Hello ugo,

Do you mean how much blank space there is in the texture atlas?
Yes, that's what i mean.

ugo

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Re: Texture buffer
« Reply #3 on: November 06, 2017, 06:05:53 PM »
Anyone has idea?

Smallpoly

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Re: Texture buffer
« Reply #4 on: November 06, 2017, 10:29:16 PM »
UVs are like family, if you don't like them you can make some new ones in the 3d program of your choice.

PolarNick

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Re: Texture buffer
« Reply #5 on: November 07, 2017, 01:22:49 PM »
Can you post output of Tools->Mesh->View Mesh UVs?

Can you try to re-texture with pre-release 1.4.0 build 5310 and  post Tools->Mesh->View Mesh UVs again?

ugo

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Re: Texture buffer
« Reply #6 on: November 07, 2017, 05:30:27 PM »
Can you post output of Tools->Mesh->View Mesh UVs?

Can you try to re-texture with pre-release 1.4.0 build 5310 and  post Tools->Mesh->View Mesh UVs again?
Here is one of them. I used the version 1.4.0 to make it.

PolarNick

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Re: Texture buffer
« Reply #7 on: November 07, 2017, 07:29:52 PM »
Looks fine to me. ~60% fill ratio is typical. There is no way to decrease blank space easily.

But like Smallpoly mentioned - you can export model, create UV atlas in external application (may be with manual intervention), then import it back to PhotoScan and build texture with Keep UV option.

ugo

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Re: Texture buffer
« Reply #8 on: November 08, 2017, 10:05:51 AM »
Looks fine to me. ~60% fill ratio is typical. There is no way to decrease blank space easily.

But like Smallpoly mentioned - you can export model, create UV atlas in external application (may be with manual intervention), then import it back to PhotoScan and build texture with Keep UV option.
Okay, thank you. Do you know some applications, that can create the UV atlas?