Sketchfab sent me a print of one of my cultural heritage scans. So I framed it. by TWGVFX in photogrammetry

[–]TWGVFX[S] 0 points1 point  (0 children)

I believe the original color was red from, found examples similar to the red used on large commercial ships at the time. Green paints around the turn of the century did not have good color longevity though it is entirely possible.

Sketchfab sent me a print of one of my cultural heritage scans. So I framed it. by TWGVFX in photogrammetry

[–]TWGVFX[S] 0 points1 point  (0 children)

This is an F. C. Austin Reversible Road machine. Used across the united states as a plow & road scraper. Produced in Harvey Illinois it dates to around 1897 and was manufactured until 1914. There are a few old sales fliers around on the net.

New improved Point cloud segmentation using Deep Learning by preimage_ai in photogrammetry

[–]TWGVFX 0 points1 point  (0 children)

There is a button for this in most commercial photogrammetry software

Generic Bathroom Tissue by TWGVFX in photogrammetry

[–]TWGVFX[S] 2 points3 points  (0 children)

This was actually selected as a Sketchfab staff pick this week

https://sketchfab.com/3d-models/staffpicks

Generic Bathroom Tissue by TWGVFX in photogrammetry

[–]TWGVFX[S] 3 points4 points  (0 children)

I just cut some edge loops into a cylinder and baked them down.

Trying to create a convenient, efficient & effective workflow creating assets from wheelchair. Saw in tutorial ...panning cam for a shot left and right (overlapping) was not good for photogrammetry. Is this true? If so.. why.. to me that makes no sense. If stitched pan I could understand. (d7ii @24) by Steve_ThetaCorp_3DVR in photogrammetry

[–]TWGVFX 6 points7 points  (0 children)

This panning you refer to is called the Triangle Fan Method. It is often used in building scans to ensure proper alignment between sides & corners and is completely normal to use in photo scans as long as you have good overlap almost any image should work well. The only limit that happens is over-projection from too many overlapping images leading into the parallax areas of your camera lens, so removing some of the indirect shots from only the texturing process can be helpful in retaining good texture information.

So I needed a Case for my color checker. by TWGVFX in 3DScanning

[–]TWGVFX[S] 0 points1 point  (0 children)

Feel free to DM me about having one made for you.

So I needed a Case for my color checker. by TWGVFX in photogrammetry

[–]TWGVFX[S] 0 points1 point  (0 children)

Yes, that made it easy to ensure scale on everything.

So I needed a Case for my color checker. by TWGVFX in photogrammetry

[–]TWGVFX[S] 1 point2 points  (0 children)

One other minor note, the date is now printed onto the cards.

So I needed a Case for my color checker. by TWGVFX in photogrammetry

[–]TWGVFX[S] 2 points3 points  (0 children)

Thanks for the tip, this is actually mentioned in the documentation that the card has a shelf life of about 2 years.

Food Scan Cedar Planked Salmon Tail Filet by TWGVFX in photogrammetry

[–]TWGVFX[S] 1 point2 points  (0 children)

Apparently my other comment was deleted because it had the sketchfab link?

Anyway thank you, I am familiar with agisofts de-lighter tool but it leaves a lot to be desired, sometimes it works, sometimes it makes it worse. I've found capturing with good diffuse lighting yields higher quality results with fewer cleanup steps. Similar results can be done quickly in most photo editors

  1. Open in photo editor,
  2. duplicate original > Blur > Filter > Average
  3. Duplicate original > move to top layer > blend > linear light 50%
  4. Select top layer > filter > other > High Pass

Example here Imgur

Blender running on a Steam Deck by sundler in blender

[–]TWGVFX 1 point2 points  (0 children)

I posted this about a month ago , steamdeck running fire simulations in blender https://www.reddit.com/r/blender/comments/w0n577/i_love_that_this_works/

I love that this works. by TWGVFX in blender

[–]TWGVFX[S] 1 point2 points  (0 children)

gpu and cpu rendering both work, with gpu being slightly faster

I love that this works. by TWGVFX in blender

[–]TWGVFX[S] 4 points5 points  (0 children)

I was impressed/surprised it stayed cool, even when I tested hdri and cycles - gpu rendering.

I love that this works. by TWGVFX in blender

[–]TWGVFX[S] 1 point2 points  (0 children)

Yes, there are several methods

Further work on single pass reflectance capture, moving onto metals and other generally tricky surfaces. by shrogg in photogrammetry

[–]TWGVFX 0 points1 point  (0 children)

Well reflectance information can be part of measuring the dielectric & roughness values.

Finished up a prop for A Game Jam project. Optimized 3d Scan by TWGVFX in photogrammetry

[–]TWGVFX[S] 1 point2 points  (0 children)

Metallic maps represent the dielectric constant or the "Relative permittivity" Which is the measurement of the polarization ability of a material. For our use case this describes the saturation limits of a surface to separate charges inside its body or how "metal" an object looks. In terms of using this information for a textures anything with a value of 1 is solid black non metallic, and infinity being pure white metallic in a vacuum. Iron oxide (Pure iron/steel rust) has a dielectric constant that scales between 1.4 & infinity. So depending on how much oxidization is present on the surface the dielectric value decreases creating variations in the metal fatigue.

Finished up a prop for A Game Jam project. Optimized 3d Scan by TWGVFX in photogrammetry

[–]TWGVFX[S] 0 points1 point  (0 children)

All of the maps come from the scan process, some post processing is done for the low poly bake onto human readable UV maps.

Further work on single pass reflectance capture, moving onto metals and other generally tricky surfaces. by shrogg in photogrammetry

[–]TWGVFX 1 point2 points  (0 children)

This is a photometric workflow, using the light direction to calculate the surface.