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Author Topic: TEST TEXTURE 1.0  (Read 14260 times)

rosetti roberto

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TEST TEXTURE 1.0
« on: January 17, 2014, 08:47:07 PM »
Dear all good morning,
I use AGISOFT like BODYSCANNER to make miniature printing with a colour Zprinter (like the most of you).
Switching from version 0.9 to 1.00 i found easyest to make MESH (more volume precision) but big problems to working the TEXTURE.
I saw on the forum that this problem was already discussed but i desire to share with you the results of some of my tests to understand if the workflow is correct.

With the old 0.9 version the workflow was:
photo 100
1 align photo   - hight - generic

2 build geometry   medium  -  1000000 face

3 build texture   generic -mosaic- 4096

The file obtained was exported in format: OBJ and TEXTURE.TIF
Importing the file in ZBRUSH it was smooth and the textures were optimized using PHOTOSHOP.
From ZBRUSH we exported the file in format: WRLM
On ZPRINT we imported the format WRLM loading the modified TIF and in this way the printing were good.

Using the latest version of Agisoft we did some tests. You can see the resultas listed below in order from the first one we made (the one with big problems for textures ) to the last (the one that is more near to the results obtained with the previous version of Agisoft ) .

1° TEST
N° PHOTO 210

1 align photo   - hight - generic

2 DENS CLOUD   medium 

3 build geometry   medium 

4 build texture   generic -mosaic- 4096

result vertices 180456  -face 375289 - point 341111- dense cloud point 16888089

TEXTURE   BLACK !!   :(

2° TEST
N° PHOTO 210

1 align photo   - hight - generic

2 DENS CLOUD   LOW

3 build geometry   medium 

4 build texture   generic -mosaic- 4096

result vertices 143746  -face 288372 - point 341111- dense cloud point  4297264

TEXTURE acceptable but very fragmented


Following the discussions on the forum, we realized that the texture problem is perhaps linked to the fact of having a model with a lot of mesh vertices and then from the first to the last test we tried to gradually reduce the mesh trying to maintain a quality on the volumes of the model acceptable .

We verified that the quality of the texture improves by switching from 4096 to 8192 but unfortunately the printer reads a maximum of 4096 .

We still need to fix the fact that with the texture of the latest version of the prints semms to be streaked , but we hope to solve the problem soon.

To conclude I would say that this latest version (apart from the texture) greatly improves the final results both in quality ' of volume and processing time.

With the inclusion of dense clou we are no longer  forced to divide the cunk into 2 thing (before with 200 photos and 16 GB we were forced to do).

I Take this opportunity to thank everyone for the advice taken from this forum and especially to Lee for the many suggestions and last but not least the video posted on tripleangares .

Any consideration or advice will be wellcome

SORRY FOR THE BAD ENGLISH   ;D ;D


Greatings Roby


Wishgranter

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Re: TEST TEXTURE 1.0
« Reply #1 on: January 17, 2014, 09:18:07 PM »
Hi Rosseti, the Zcorp Printer accept even 8k textures without any problem. but i recommend to use OBJ as export format and then convert with help of FBX convertor to FBX file format. the Zcorp accept FBX files and they are a bit smaller as OBJ or even HTML.

http://www.autodesk.com/products/fbx/overview

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rosetti roberto

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Re: TEST TEXTURE 1.0
« Reply #2 on: January 20, 2014, 11:32:42 AM »
hi Wishgranter
thanks for the information.
I downloaded the software and effectively with the format. fbx can
upload files with 8k texture (I have a ZPrint 450).
This afternoon I try to print a file processed with version 1.0 format .fbx.
I wanted to know if you're experiencing problems with scratches in the print version 1.0
thanks roby

Wishgranter

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Re: TEST TEXTURE 1.0
« Reply #3 on: January 20, 2014, 11:55:02 AM »
Scratches ? can make some screenshots ?
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rosetti roberto

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Re: TEST TEXTURE 1.0
« Reply #4 on: January 20, 2014, 12:27:49 PM »
with version 0.9 were seen only video with version 1.0 you can also see on the printed pattern.

rosetti roberto

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Re: TEST TEXTURE 1.0
« Reply #5 on: January 20, 2014, 12:37:40 PM »
maybe so 'looks best

Alexey Pasumansky

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Re: TEST TEXTURE 1.0
« Reply #6 on: January 20, 2014, 01:28:24 PM »
Hello Roberto,

Are you sure that these "scratches" are not used by the software to represent the seams between the parts of texture charts? Have you used any other model viewers to check this issue?
Best regards,
Alexey Pasumansky,
Agisoft LLC

Wishgranter

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Re: TEST TEXTURE 1.0
« Reply #7 on: January 20, 2014, 01:50:02 PM »
Hmm interesting, never get this problem, what workflow you use ? what sw packages you use ?? import format of the data ? can upload the dataset to muzeumhb@gmail.com
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Infinite

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Re: TEST TEXTURE 1.0
« Reply #8 on: January 20, 2014, 03:07:20 PM »
maybe so 'looks best

That looks like low resolution texture output and mip mapping issues, showing the seams.

If you export the texture to .tiff or .png Photoscan will generate a texture without border blending.

If you export as .jpg Photoscan will export with border blending. Try export to .jpg. The last Photoscan build had a Generic texture build bug which I believe we are due a fix for.

Ideally .tiff and .png should have border blending but they don't seem to on export.
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FoodMan

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Re: TEST TEXTURE 1.0
« Reply #9 on: January 20, 2014, 04:44:44 PM »
Ideally .tiff and .png should have border blending but they don't seem to on export.

yes looks like a png or tiff re-imported in Psacn...

I second that... png and Tiff should also have the seams calculated like in the Jpeg..

What I usually do is to export both a tif and a Jpeg.. I open both in PS, and make the Jpeg the background layer.. then flatten..

f/

Infinite

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Re: TEST TEXTURE 1.0
« Reply #10 on: January 20, 2014, 06:31:18 PM »
Ideally .tiff and .png should have border blending but they don't seem to on export.

yes looks like a png or tiff re-imported in Psacn...

I second that... png and Tiff should also have the seams calculated like in the Jpeg..

What I usually do is to export both a tif and a Jpeg.. I open both in PS, and make the Jpeg the background layer.. then flatten..

f/

Yes but we shouldn't have to do that :)

Also Photoscans has no control over JPEG compression and it is very harsh compared to JPEG output from Photoshop. It would be ideal to be able to set the JPEG compression level also.
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Alexey Pasumansky

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Re: TEST TEXTURE 1.0
« Reply #11 on: January 20, 2014, 07:39:23 PM »
Actually, TIFF and PNG export saves interpolated colors, but also alpha channel is saved. I've just checked it exporting texture to these formats and then using Remove Alpha Channel in XnView (it seems that Gimp by some reason doesn't show anything under alpha on image import, so I assume that some image editors may have similar behavior).
Best regards,
Alexey Pasumansky,
Agisoft LLC

Infinite

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Re: TEST TEXTURE 1.0
« Reply #12 on: January 20, 2014, 07:54:43 PM »
Actually, TIFF and PNG export saves interpolated colors, but also alpha channel is saved. I've just checked it exporting texture to these formats and then using Remove Alpha Channel in XnView (it seems that Gimp by some reason doesn't show anything under alpha on image import, so I assume that some image editors may have similar behavior).

Photoshop also ignores this interpolated colors data. I guess by chopping it out from the alpha on load? Which means we have to export a JPEG and a TIFF and merge together because the JPEG is unusable due to too much compression and the TIFF lacking interpolated colors.
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Alexey Pasumansky

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Re: TEST TEXTURE 1.0
« Reply #13 on: January 20, 2014, 07:59:23 PM »
Hello Lee,

It's strange. Maybe you can try XnView trick?
Best regards,
Alexey Pasumansky,
Agisoft LLC

Infinite

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Re: TEST TEXTURE 1.0
« Reply #14 on: January 20, 2014, 08:05:15 PM »
Hello Lee,

It's strange. Maybe you can try XnView trick?

Thanks Alexey, I wasn't aware of XnView, I will install it and check.
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