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Seamless textures from reality capture

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Hi

Does anyone know how i might make a texture from reality capture into a tileable texture with a normal map from the model aswell.

 

For this to work there cant be any manual fiddling with the diffuse texture, because whatever happens to the diffuse map must also happen to the normal map.

 

any ideas?

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Are you referring to the process of multiple photos of an object to use in 3D-Coat? There is a discussion of this in the forum concerning software and how to import it to 3D-Coat but I forgot the directions.  :(

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Im talking about Reality capture usnig photogrammetry, laser scanning...)

I.E i have a 3D textured model brought in from the real world (I.E stony dirt ground model), and want to turn, this into a tileable stony dirt texture.

i want to extract the normal map from the real geometry of the reality capture model.

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Sir, ive been researching about this and there is a post i made somewhere with some links to what i have found so far. 
You should want to shoot 4 or more (depending on your lighting rig) pictures with light coming from different angles with the use of a circular polarized lens filter and in Photoshop set all layers to Lighten. This is your Albedo/Diffuse.

Here you can learn how to make the Normal Map. I recommend also using your lens filter. http://www.zarria.net/nrmphoto/nrmphoto.html

after taking the pictures, you can use this so that you dont have to use Photoshop! http://normalmapgenerator.yolasite.com/

For specular color, youll need to do the same with as the Albedo but turning the lens filter 90 degrees or 180, i dont remember lol and then adjust the image in some way (not so sure about this yet, that is all i have found)

 

now, you could go more technical and read about photogrammetry and laser scanning, spherical unidirectional harmonization pattern projection bla bla bla on some Siggraph documents.

Edited by Vaiktorg

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well done that man!! that's really handy and will be of great use in some cases... still not tillable though.

I cannot always control the light source (for large textures) so am still looking for a method that will work with a model from reality capture.

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the method i stated is probably the one used by Quixel by the look of their big box ("MegaScanner") and for what i have seen on youtube videos. it can be tileable if the picture is big enough lol but hey! one can only learn through experimentation! x) have fun sir and good luck!

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Use per pixel painting on the 'tile' preset, and use the 'Clone Tool' to get rid of the tiling.

There's also the 'Offset Tool' in the Textures menu that's meant for exactly this, but I haven't used it myself.

 

Once you've done this, post what you've got and what you've tried, and we can tell you how to improve on it!

 

edit: one problem you might have is that the Clone Tool will overlay the normal data onto itself, but when you hover your mouse over the Depth Channel settings in the top bar (a blue sphere with a smaller sphere on top), you should disable 'additive painting'. Note that this will change that setting for every tool, so if your regular Brush Tool behaves oddly after, you'll know why.

Edited by Mighty Pea
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how can i get the color and normal map onto the tile preset?

(are you talking about the tile preset on the surface mode options, or is there something in the paint room i don't know about?)

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Hi

Does anyone know how i might make a texture from reality capture into a tileable texture with a normal map from the model aswell.

 

For this to work there cant be any manual fiddling with the diffuse texture, because whatever happens to the diffuse map must also happen to the normal map.

 

any ideas?

www.capturingreality.com

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