Digital 3D Art v14 - I make a living modelling dongs for second life edition
838 replies, posted
Yes.. it is rather hard to explain to people. Honestly I just try to get permission to photograph something and just run with that as all photogrammetry is is just taking a shit ton of photos and running it through a program.
Its totally the future though. I urge every 3D artist to give it a go! Its super fun and I think it will be a vital skill for 3D artists to have going forward. Also follows a lot of the same rules for general real world reference photography and that's always a good skill to have anyway.
Hahaha the best part is the look of an elder woman when you say "I'm doing a stereophotogrammetric capture m'am" You feel like some serious scientist.
Cross-polarization allow to remove reflections completely on the captured object.
Here's an example.
You simply need a camera with a polarizing filter, and a polarized light source (large 1x1m polarizing sheets are available for cheap on some wholesales websites)
Attach a little piece of filter on your camera flash, or on the lampshades if you have a photo studio.
Switch off any non-polarized sources of light when taking pictures.
https://files.facepunch.com/forum/upload/251846/c0fd13e3-a32a-401f-9246-79f850e746ee/Cross.jpg
A is the non-polarized picture, B is polarized filter and light source.
C is B subtracted to A on Gimp/Photoshop to obtain specular reflections only.
The issue if you have multiple light sources is the angle of your camera and light source, since polarized light depend entirely on this.
Full frontal capture is not a problem, but 360° 3D scans are another story...
Also some more substances :
https://files.facepunch.com/forum/upload/251846/2c8a36f5-1e49-41b7-92db-65df24a4d2c3/BrickCinderblocks03_01.png
https://files.facepunch.com/forum/upload/251846/b479c91c-6455-4bf6-8899-354c0c68ab2d/CeramicTiles07_01.png
https://files.facepunch.com/forum/upload/251846/c377d05b-9b8e-43d4-a1d0-1d8ac7015ce9/RoofTiles02_01.png
https://files.facepunch.com/forum/upload/251846/4eb45925-c16a-447e-abb5-c562329d11b3/CeramicTiles05_01.png
Excellent breakdown and awesome materials too dude! Also just wanted to follow up, for a DIY approach to cross polarizing you can use this guide
https://www.diyphotography.net/getting-started-with-cross-polarized-light/
I was able to get decent polarized results using the built-in flash on my DLSR and putting a pair of polarized sunglasses in front of it. Of course you will need to eliminate all other light sources but it totally works.
Here is a scan I did with a pre and post polarized photo for comparison (flatter, darker vase is polarized)
https://files.facepunch.com/forum/upload/238003/b255696d-bab4-4e0d-a5cd-764782e90a47/withPolarLight.JPG
https://files.facepunch.com/forum/upload/238003/0f88da43-2fd1-48a7-b69a-951612328786/withoutPolarLight.JPG
And the results of that scan (raw geo and albedo)
https://files.facepunch.com/forum/upload/238003/e7267b0c-ecdb-42c0-bb80-0051efe1887f/alb_01.PNG
https://files.facepunch.com/forum/upload/238003/e253353d-a5c5-44a2-95db-12db6b0608fb/alb_03.PNG
https://files.facepunch.com/forum/upload/238003/059d0574-6b14-4dd3-ab6d-622b2930ae83/alb_02.PNG
https://files.facepunch.com/forum/upload/238003/070d4325-5cae-4547-9995-217a8b354362/alb_04.PNG
And just the raw high res geo
https://files.facepunch.com/forum/upload/238003/5aeb2f8a-761e-4a10-8366-2df87d9cc611/closeUP_v02.png
https://files.facepunch.com/forum/upload/238003/0e9123a1-36fd-4a49-89f1-a327c3b09eb1/closeUP_v01.png
Also the bell I posted a little while ago was done using the same "sunglasses" method
I finally found time to get back and finish this off.
[thumb]https://files.catbox.moe/67jh9g.jpg?fbclid=IwAR06SY_DdIVtF9EDGN20QWceZXG0JuNu5ugHP_qNpADOoRbcDuZkCZq8KNE[/thumb]
Beautiful!!!!
Thanks for all the awesome materials guys. Cross Polarisation was something I understood the idea behind but trying to find someone who would openly talk about it has been incredibly difficult - even in 3D scanning facebook groups where most people are pretty open tend to have the same attitudes towards really specific workflows like this. Got totally blanked by some people when I asked about how they used the Granite Virtual Texturing system for example. At least I was able to get a free educational license for that and figure it out myself.
I've recently upgraded from a Canon 5D 1 (yes the OG model) to an EOS R so really hoping to get back into this, the closest I've got to getting paid for it is placing scanning markers in an old medeival drain system and watching my old lecturers do all the cool shit instead. All of my work is traditional modelling for Archvis now.
One thing I've seen people try to do is polarise a ring flash - I assume to get around having to worry about the orientation of the camera relative to the flash units. Has anyone else experimented with that? Also is it better to get a linear polarising filter or a circular polarising filter?
arguably one of the best pieces posted in these threads. Excellent work.
Never done fur before how's it looking?
https://files.facepunch.com/forum/upload/161057/3eadcaea-01ec-4cae-87bc-216f415f387b/beeewip.png
I got bored and made a cheap water shader in Blender.
https://files.facepunch.com/forum/upload/146362/318d79c1-5421-4ea4-a1c3-5267c09f6d0b/wateranimation.gif
https://files.facepunch.com/forum/upload/146362/ed910ce8-2a8b-4daf-bbdb-2b348fe2f9ed/waterscene.gif
I dont know what's that, but it looks good.
Oh yeah forgot to say, it's a bumble bee lol
Hmm I've never tested Reality Capture and.. Holy shit indeed. Something that takes 3 days with Photoscan is processed in 2-3 hours.
Quick question since i have a lot scans to render, how do you bake these things (if you have permission to give some insights about this) ?
Do you export multiple textures or a single file ?
I can't find a way to bake multiple textures maps with a single mesh, and I don't want to manually import 200 parts in xNormal.
So I'm looking for a way to export a single 32k texture (from 4x16k maps) but all I got is a weird 140Mo .tiff with a checker or an empty .png...
Still learning Blender and Substance Painter
https://files.facepunch.com/forum/upload/109940/ec63bd36-d1f5-4776-9cda-caceb36df081/bang1.png
https://files.facepunch.com/forum/upload/109940/ba3c6bc9-9638-4c44-9f8f-d5cf1f1443b9/bang2.png
I KNOW it was like a breath of fresh air switching to RealityCapture. 10x better scans in 1/10th the time.
As for 32k textures... That's a bit tricky. Personally I haven't had to do that many 32k textures but what I have done in the past is;
xNormal - Bake texture out in RC as 4x16k textures across 4 UDIMS, break up my scan mesh into 4 separate meshes for each UDIM, reset UDIM to 0-1 then use them as my source in xNormal and output a 32k map
Mari - Mari can bake from multiple udims from a source and output a 32k single texture
I respectfully disagree.
https://www.youtube.com/watch?v=jgLzrTPkdgI
https://twitter.com/DisneyAnimation/status/1135944096776740865?ref_src=twsrc%5Etfw
Wow, this is fast. I guess this is expected performance of 55 000+ core render farm but damn.
It is a timelapse.
This could be running on a single-CPU machine. A powerful one, of course - but the strength of renderfarms lay mainly in rendering many frames at once.
I did some calculations on available numbers from Big Hero 6 behind the scenes interviews and I ended up with an average render time of 1.5 minute per frame of the movie. So the timelapse from the tweet might be realtime.
timelapse tends to mean the exact opposite of realtime
I've made a huge amount of progress with my 3D scanning work, starting to put out some really decent meshes with it
https://sketchfab.com/3d-models/ramshackle-truck-raw-scan-3f1716285e5d43f7b54a0451e9dd3d27
It's a timelapse, is literally started in the post.
Started processing some photogrammatry scans I did over my holiday and converting them into tile-able PBR shaders.
https://www.artstation.com/artwork/A9PbQW
https://files.facepunch.com/forum/upload/238003/bf5c91dc-ce11-4233-88c4-2f6ee2a1dfc4/screenshot001.png
https://files.facepunch.com/forum/upload/238003/54a97435-afec-43c2-aa53-c9fa9f828a16/screenshot009.png
https://files.facepunch.com/forum/upload/238003/2d093c36-2b88-45e9-ada0-15338908fa8f/screenshot010.png
https://files.facepunch.com/forum/upload/238003/85f8d7a0-e8d8-4de7-ab08-6c90ed485632/screenshot001.png
Dude! This looks awesome!
I redone the materials on my potion bottles
https://sketchfab.com/3d-models/potion-01-77bdfa5e8a9c415ba8f8437ea5a44122
https://sketchfab.com/3d-models/potion-02-a45b8d39b8f6421f9ca9e1a06775162f
https://sketchfab.com/3d-models/potion-03-9656bbcae2ca4f28a2fc056a52fc70f3
https://sketchfab.com/3d-models/potion-04-b970d4f276584a068b5f0975cc1a31a7
https://www.youtube.com/watch?v=zqHDCM3-BcY
can someone link me to a tutorial on how to achieve this in blender? nodes kind of confuse me and I'm not sure where to start looking.
theres a lens distortion node in the compositor with really nice ca
works like a charm,
https://files.facepunch.com/forum/upload/133590/71289708-2ba7-4f17-a955-266fad5210bb/0001-0024.mp4
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