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Pineapple 3d scan

Posted: Tue Jul 30, 2019 7:48 pm
by itsallgoode9
Have been working on learning Reality Capture recently and here's a Pineapple I did in a few hours yesterday. I've been struggling a bit to understand their texture resolution output workflow so the textures start to be a little blurry at the 100% 8k image res but honestly studio photography with a $50k Hassleblad looks just as blurry when pixel peeping, so...oh well.

Being newish to photogrammetry , I learned you really do have to know what you're doing with materials and lighting, unless you want it to looks like a porcelain version of what you scanned. Previously, when seeing other's renders I thought you wouldn't have to do much with materials since there is so much accurate detail in the scanned model and texture but I was wrong! I ended up using a mix material of glossy and SSS for this (it very much ended up looking porcelain when I was only using glossy)

(Please click on image to see the full 8k res for detail)

Re: Pineapple 3d scan

Posted: Wed Jul 31, 2019 11:00 am
by showme
Came out quite nicely.

And indeed one could think the information is in there if you take the pictures... but obviously you're just capturing a color map with reflections/lights and shadows baked in but your photos don't have any actual material properties in the metadata nor do they contain any breaks between the different materials in those photos. So if you put this flat map on an object which is 100% metallic across the whole object it will be inaccurate. I've seen scanned maps being added to the emissive slot in other renderers in order to step away from parameters like diffuse, specular, roughness, etc that will internally change the energy conservation ratios.