How to make good maps using photogrammetry, please share !
I took 25 images using my DSLR of the parking lot spot in front of my house which is currently covered with fallen leaves.
Then those got imported in photogrammetry software Photoscan.
After calculating dense point cloud and generating high poly model ( 6 million polys ) this is what I got:
https://vimeo.com/146177587
Now the question is how to make a displacement map out of it so I could apply it to single poly and get the same amount of detail and how to make it tile, not only displacement but also color map and possibly maps for some other channels too ?
Photogrammetry how ?
Forum rules
Please add your OS and Hardware Configuration in your signature, it makes it easier for us to help you analyze problems. Example: Win 7 64 | Geforce GTX680 | i7 3770 | 16GB
Please add your OS and Hardware Configuration in your signature, it makes it easier for us to help you analyze problems. Example: Win 7 64 | Geforce GTX680 | i7 3770 | 16GB
- BorisGoreta
- Posts: 1413
- Joined: Fri Dec 07, 2012 6:45 pm
- Contact:
19 x NVIDIA GTX http://www.borisgoreta.com
One approach would be to set up a top camera and render it out as a square. Then make it tileable in Photoshop.
I think Substance Designer can also work with all maps at once (discplacement, normal, and so on...).
I think Substance Designer can also work with all maps at once (discplacement, normal, and so on...).
PURE3D Visualisierungen
Sys: Intel Core i9-12900K, 128GB RAM, 2x 4090 RTX, Windows 11 Pro x64, 3ds Max 2024.2
Sys: Intel Core i9-12900K, 128GB RAM, 2x 4090 RTX, Windows 11 Pro x64, 3ds Max 2024.2
- BorisGoreta
- Posts: 1413
- Joined: Fri Dec 07, 2012 6:45 pm
- Contact:
How would you render it from the top camera for displacement, as depth pass in info channel kernel ?
19 x NVIDIA GTX http://www.borisgoreta.com
My solution for this is quite profane and I am sure there are better ways to do it.
When I have the final photoscanned mesh with color texture I simply load them into Zbrush and use the MRGBZ grabber tool to extract the 16 bit depth map and the color map. This is limited to 8k maps as this is the maximum document size in Zbrush.
The tiling for the maps I did in Photoshop using the offset filter technique. I'm attaching a rendering of two materials I have done using this process.
I tried a lot of different approaches but this one worked best for me as it does not require any reprojection. I've attached a quick render of two materials I did with this technique,
although the roughness and other maps are simply created by running the dffuse through color correction nodes, so these could be improved.
When I have the final photoscanned mesh with color texture I simply load them into Zbrush and use the MRGBZ grabber tool to extract the 16 bit depth map and the color map. This is limited to 8k maps as this is the maximum document size in Zbrush.
The tiling for the maps I did in Photoshop using the offset filter technique. I'm attaching a rendering of two materials I have done using this process.
I tried a lot of different approaches but this one worked best for me as it does not require any reprojection. I've attached a quick render of two materials I did with this technique,
although the roughness and other maps are simply created by running the dffuse through color correction nodes, so these could be improved.
- BorisGoreta
- Posts: 1413
- Joined: Fri Dec 07, 2012 6:45 pm
- Contact:
Thanks for the tips, I will try the ZBrush technique.
How did you manually tile displacement and color texture in PS the same way so they match when tiled ?
How did you manually tile displacement and color texture in PS the same way so they match when tiled ?
19 x NVIDIA GTX http://www.borisgoreta.com
- Seekerfinder
- Posts: 1600
- Joined: Tue Jan 04, 2011 11:34 am
That's impressive Rahi!RahiSan wrote:My solution for this is quite profane and I am sure there are better ways to do it.
When I have the final photoscanned mesh with color texture I simply load them into Zbrush and use the MRGBZ grabber tool to extract the 16 bit depth map and the color map. This is limited to 8k maps as this is the maximum document size in Zbrush.
The tiling for the maps I did in Photoshop using the offset filter technique. I'm attaching a rendering of two materials I have done using this process.
I tried a lot of different approaches but this one worked best for me as it does not require any reprojection. I've attached a quick render of two materials I did with this technique,
although the roughness and other maps are simply created by running the dffuse through color correction nodes, so these could be improved.
I have not used Zbrush but this looks like a good reason to try it out. I would be interested to hear if there are some who have used one of the dedicated texture generator apps for this. To me it seems that deep normals like these are real hard to tile without being obvious. Are there any of the texture apps that are really good with using user images? Can't wait till there is some intelligent app that takes a photo or 2, creates all the required maps, and then makes it all procedural...
Best,
Seeker
Win 8(64) | P9X79-E WS | i7-3930K | 32GB | GTX Titan & GTX 780Ti | SketchUP | Revit | Beta tester for Revit & Sketchup plugins for Octane
- JonathanWinbush
- Posts: 120
- Joined: Mon Apr 27, 2015 7:35 pm
- Contact:
I've only downloaded the demo and haven't had a chance to try it out yet but this seems to be the solution to get your photoscans seemless plus export all the different maps your looking for
https://www.allegorithmic.com/products/bitmap2material
So you'll get base color, normal, metallic, roughness, and ambient occlusion
https://www.allegorithmic.com/products/bitmap2material
So you'll get base color, normal, metallic, roughness, and ambient occlusion
Winbush.tv
Win10x64 / i7 SkyLake / Nvidia Titan X + 980ti / 32gigs Ram
Win10x64 / i7 SkyLake / Nvidia Titan X + 980ti / 32gigs Ram