Environment PBR Texture Creation using Photogrammetry - Grass

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  • Опубліковано 21 кві 2018
  • #photogrammetry #scanning #pbr #workflow #grass
    Video tutorial which covers my process of PBR environment texture creation using photogrammetry. This time I was trying to capture surface of low grass. With this video I covered:
    - capture (dogs disruptions included ;P )
    - photogrammetry reconstruction in Photoscan
    - building lowpoly for baking in ZBrush
    - PBR map baking in Designer
    - manual tiling and seam removal in Painter
    - tweaking in Designer
    - and finally testing the final material in Marmoset Toolbag 3
    For those interested into getting more details, here is a link to my photogrammetry guide:
    gum.co/YanD
    And to my Artstation profile:
    www.artstation.com/gbaran
    Thanks to those who bought it already, as it really helps me to move forward with my research.
    Grzegorz Baran

КОМЕНТАРІ • 67

  • @mindflvx
    @mindflvx 5 років тому +1

    Thanks for sharing! Excellent video for us more intermediate users that shows everything you need but doesn't drag on for ages.

  • @crter
    @crter 5 років тому +2

    This is what I was exactly looking for! Thanks a lot, Baran!

  • @saemranian
    @saemranian 4 роки тому +1

    Great,
    Thanks for sharing Man

    • @GrzegorzBaranArt
      @GrzegorzBaranArt  4 роки тому

      No probs, please watch my recent videos as I constatnly improve the workflow and fix mistakes I make. There are many things I didnt aware of a years ago :) when I started. Cheers!

  • @Acampandoconfrikis
    @Acampandoconfrikis 4 роки тому +3

    The algorithm just showed me what I needed. Amused

  • @darty367
    @darty367 6 років тому +13

    These dogs drive me crazy

    • @GrzegorzBaranArt
      @GrzegorzBaranArt  6 років тому +3

      me too, they are cute, especially a small sneaky one

  • @katsudon7264
    @katsudon7264 6 років тому +2

    this is so cool!

  • @dronevideotravel7518
    @dronevideotravel7518 5 років тому +2

    Very good... I suscribe to your channel !

  • @EpicJCreations
    @EpicJCreations 6 років тому +1

    Hello :)! First off, Loved the tutorial! Really well made! I have just one question. how did you get the UVs from the Raw 3d scans image texture to then become the Planes UV's that you created in Zbrush. Did you bake the image texture from the old UV's created from Photoscan onto the plane in Zbrush or Photoscan? Thanks again for the tutorial :)!

    • @GrzegorzBaranArt
      @GrzegorzBaranArt  6 років тому

      Thanks mate, I dont have any uv on high poly model since I dont need it. In my workflow I have all color information stored as vertex color information in mesh itself. It can be done when you are using file format like FBX which supports vertex color.
      UV is made just for the low poly plane I use for baking. That plane is positioned in space perpendicular to the highpoly surface (even thou these are separate files) and all that informatio (also from color from vertexes) is being simple projected on lowpoly in baking process. Hope that helps. Cheers!

    • @EpicJCreations
      @EpicJCreations 6 років тому +1

      Thank you so very much for the information! I really appreciate it! That makes a lot of sense. I did some tests following what you said and it now works :D! Ty sir!

    • @GrzegorzBaranArt
      @GrzegorzBaranArt  6 років тому

      Happy to hear it works now :)

    • @dallasparker4604
      @dallasparker4604 3 роки тому

      I know it's quite randomly asking but do anyone know of a good place to watch new movies online ?

    • @arjunmoses4315
      @arjunmoses4315 3 роки тому

      @Dallas Parker flixportal :)

  • @DonEsteban3D
    @DonEsteban3D 5 років тому +1

    ja się męczyłem gdzie zrobić te tekstury tileable, faktycznie SP chyba najlepszy do tego albo megascan mixer.
    Poza tym strasznie czasochłonny proces ;/
    btw dzięki za filmik zaciekawiła mnie ta paleta kolorów które później korygowałeś w programie. Nie znałem tej sztuczki.

    • @GrzegorzBaranArt
      @GrzegorzBaranArt  5 років тому

      Nie ma za co. Jest jeszcze lepszy i latwiejszy choc duzo drozszy sposob na tiling tekstur - Artomatix - zajmuje ok 10 sek :)
      ua-cam.com/video/BXttTGU9ens/v-deo.html

  • @H0w3r
    @H0w3r 3 роки тому +1

    is that extender that puts your camera further away from the tripod stand an accessory ? I have a basic tripod but there's no way to extend my phone away from the base like yours and if i want to take photos of the ground i end up catching the tripod's legs in all the photos.

    • @GrzegorzBaranArt
      @GrzegorzBaranArt  3 роки тому

      Nah, its not necessary but it helps to shot perpendicular to the ground. Otherwise you need to angle the camera to avoid having tripods legs in a frame. If you angle it too much you are gonna lose the quality due to lack of covarage and inconsistent distance to the surface with the bottom and top edge of the frame. You can also consider a monopod like I did in this video.. or simply setup the tripod with shorter front legs and long, extended bottom one. The more perpendicular to the surface angle you get the better :)

  • @adils4604
    @adils4604 4 роки тому +1

    I've been using my phone to capture grass and I never felt do amateur lol.
    I do like your method tho, wonder if photoshop could've done the trick such as lab mode high pass for equal coloring so seams dont get noticed?

    • @GrzegorzBaranArt
      @GrzegorzBaranArt  4 роки тому

      I am sure it can but would take a bit more and would need a bit more work. I guess you would need to record an action and process it on all images.
      It tool me 4 years to get a grass I am happy with reconstructed tho.. here is the one I am talking about: www.artstation.com/artwork/ba2nAd

    • @adils4604
      @adils4604 4 роки тому +1

      @@GrzegorzBaranArt ah thanks!
      I cant wait to one day try that method and maybe do my own style/way.
      I'll try substance painter clone stamping compared to photoshop's and all.
      My workflow is taking a photo, removing seams on photoshop and equalize lighting. I use materialize to then generate maps, and I prefer it to b2m or alchemist.
      Another question, why use zbrush for the low poly generation instead of Max or Maya or Blender? I'm assuming it's due to zbrush being able to load a gigantic poly model without crashes?

    • @GrzegorzBaranArt
      @GrzegorzBaranArt  4 роки тому

      @@adils4604 I use Zbrush because it is very reliable piece of software and handles heavy meshes. Zbrush also can live preview vertex colors by default. It also has very nice 'projection tool' which is very useful for lowpoly alignent adjustments. I like topology tools it has.. and since I bought it years ago and thanks to Pixologic policy got all updates for free and still own the recent version.. I know it pretty well and this is why I use it.
      ZBrush imo is a piece of software worth to support as Pixologic doesnt act as other greedy companies do. Autodesk products are way too expensive to what they offer. Blender is definitelly a good pic, especially that it is for free. So, yes, you can do this in 3DMax or Blender. Alignment tool in Blender doesnt work as good as the one from ZBrush. Also topology tools for blender didnt work for me as those in ZBrush do :)

  • @bothopps881
    @bothopps881 6 років тому +1

    My photoscan gives an absolutely frustrating result with the photo taken by 80D. I wonder what camera did you use? Thx a lot

    • @GrzegorzBaranArt
      @GrzegorzBaranArt  6 років тому

      Camera is not as important as long as it is DSLR and has at least 18MPx. I had good results using Canon 650D. Currently I use 80D and I think it is a great camera.
      I would say it is all about image quality (all should be as sharp as possible) and image overlapping (you need to get at least 50% overlapping to have anything reconstructed, for grass it should be over 75% and if you are aiming in high quality even 95%). Also depend on the surface type and complexity, dont use focal length below 24mm, I would advice 35mm. Hope that helps.

    • @bothopps881
      @bothopps881 6 років тому

      Grzegorz Baran Thanks, you help a lot!

  • @firetrooper362
    @firetrooper362 5 років тому +1

    Thank you for this, I am a student studying at university this is going to help out a real lot, do you actually work at ubisoft?

    • @firetrooper362
      @firetrooper362 5 років тому

      When I get the money I will buy your guide

    • @firetrooper362
      @firetrooper362 5 років тому

      Sorry for nagging but is there a way to use photogrammetry to capture decals like say a pot hole or a road marking as such

    • @GrzegorzBaranArt
      @GrzegorzBaranArt  5 років тому +1

      Hey, no prob. Yes, I currently work for Ubi but things I share are my private projects and are not Ubi related (as long as not told otherwise ;). Just feel free to visit my artstation profile. And yes, you can capture anything which is not reflective and turn it into the PBR texture or a 3D prop. Pot holes, cracks, manholes etc. With the manholes you might get legal issues since those are usually designed by someone already and are copyrighted. You can capture reflective surfaces but it is not as easy anymore.
      Hope that helps :), Cheers!

    • @firetrooper362
      @firetrooper362 5 років тому +1

      @@GrzegorzBaranArt thank you, one thing did you do any work on rainbow six seige? Amazing game, and yeah it definitely helps, I can't wait to put this in use at university, any jobs going at ubi? Haha

    • @GrzegorzBaranArt
      @GrzegorzBaranArt  5 років тому +1

      Nope, unfortunately I didin't :). Here is my artstation profile: www.artstation.com/gbaran

  • @nestvnb9213
    @nestvnb9213 5 років тому +1

    Thanks a lot for the video
    Plz don't use loop music in the future :D

    • @GrzegorzBaranArt
      @GrzegorzBaranArt  5 років тому

      You are welcome :). Thanks for feedback, since you are the first one telling me to cut the background music, could you please elaborate on this? I have all rights to the music really since it was composed by myself if this is what you mean.. The main idea behind the music was to put different soundtrack to each part of workflow to differentiate them but would consider cutting it or making it less noticeable if it can help to improve the videos I make :). Cheers!

  • @BrianVFX
    @BrianVFX 6 років тому

    Have you found a noticeable difference in quality between the vertex colors when exporting vs baking at 16K texture from photoscan?

    • @GrzegorzBaranArt
      @GrzegorzBaranArt  6 років тому

      I dont create 16k textures :).
      Current FBX SDK has limit for vertex color information. It means that it can store proper color information just for meshes with 67 mln poly. For high resolution textures I would consider using different format to FBX like Alembic etc, or as you suggested bitmap. Maybe Autodesk will fix it in a future.
      I use vertex color as it speeds up the process. All color data is being projected from dense cloud so final values depends on dense cloud accuracy really, not the texture resolution or mesh density.
      Of course as long as you get proper media capacity/density but it is easy to calculate: just do math and make sure you get one vertex to cover 1 pixel.
      With that approach to make sure you get proper color distribution for 16k texture you need to generate 256mln points dense mesh. Otherwise color information would be interpolated but.. would still be there.
      So to answer your question, I create max 4k textures. I would use FBX for textures up to 8k. For 16k I would consider using bitmap like 'tiff' probably or other mesh format like Alembic. Mesh is handy as need to generate highpoly version anyway to avoid interpolation for baked normal, height and any other map you bake.
      Hope that helps :)

    • @darty367
      @darty367 6 років тому

      I confirm with 70 mln poly for example, you lose color information, some chunk appear gray without color but I didn't find any information of the limitation for the FBX format, where did you find the 67 mln values ?
      Personnaly, I use vertex color information and bake in 8K for a final 4k texture because in my different approachs, it seem that Photoshop make a better job to resize a 8k to 4k texture rather than bake directly in 4k. If you bake in 4k directly, you lose some details.

    • @GrzegorzBaranArt
      @GrzegorzBaranArt  6 років тому

      FBX SDK during the file reading is storing the color array information using int data type. So the max number of vertices the color information can be read via FBX SDK is 33 554 432 (2^30 due to the double capacity)
      For games I usually create 2k textures to cover 2 square meters. So I create them in 4k and when done I downsize them with a bit of sharpening from Photoshop. 2k are still super huge and in game they are usually being downsized again to 1k. Depends on the game type etc of course, anyway I decided 2k resolution is safe. To get more surface diversity games usually use masks to blend these together.

    • @GrzegorzBaranArt
      @GrzegorzBaranArt  6 років тому +1

      Could you please tell me why do you need 16k texture? I am just super curious as 16k texture saved with 16bits for normal takes 1.5 GB of memory. Full set of textures for one material takes much more. Personally I would blend any two 4k materials with any mask to get same if not even better result.. and 16 times cheaper.
      For games it makes no sense at all. For movie industry for closeup I think pure, highpoly reconstructed mesh without any crazy textures applied would work better. So .. why do you need 16k textures? :)

    • @BrianVFX
      @BrianVFX 6 років тому +1

      I don't personally do this, I only export 4K really from photoscan. I was just using 16K as an example to compare the amount of vertices with color information that is being exported to see if you have tested to see if there is a noticeable difference in quality. Mainly overall quality but also sharpness as well as to see if it would be able to pickup to same small details as a diffuse would

  • @romannavratilid
    @romannavratilid 5 років тому

    Also, the result seems comparable if you started with random texture of grass taken from net... Seems a LOT of work to get practically the same result using photogrammetry :-).

    • @GrzegorzBaranArt
      @GrzegorzBaranArt  5 років тому

      Wouldnt agree at all. The purpose of this scan was to practice the photogrammetry workflow I was and still I am working on. Since imo grass it the toughest surface type I have found so far .. both to scan or to make it any other way... I consider it as a final 'edge' test for scanning. Since if I can scan a grass and turn it into great PBR matrial I can scan anything. This scan was made over a year ago .. and finally.. the result.. however not perfect it was... was still more or less PBR accurate. Random grass texture taken from the internet isnt PBR accurate. If it makes no difference for you I wish you luck making art using random assets from the internet :D. Have fun

    • @romannavratilid
      @romannavratilid 5 років тому

      @@GrzegorzBaranArt Dont take it that personally dude :-D. But i disagree with both what you said - that grass is the toughest to scan (not at all, i have been scanning for a while) or that the results are worth it. I just find it not worth the time at all, the time would be spent better doing something else. Thats all, its not a reflection on your skill as a 3D artist, but just honest oppinion on it :-). It remind of me artist who try make EVERYTHING these days in Substance Designer - isaw a dude making a one focking leaf (top view only) in marvelous designer... LIKE DUDE- just go out and take a picture of a real- if it will look much better and be much quicker :-). Thats all :-).

  • @cerkez.2023
    @cerkez.2023 3 роки тому

    how much time does it take from transferring photos taken to a computer to uploading the final state to the internet on average ?

    • @GrzegorzBaranArt
      @GrzegorzBaranArt  3 роки тому

      I am not sure what do you mean. Basically, depends on what equipment you use and what type of capture it is, it takes about 10-30 minutes to capture the surface with the camera. About 1 minute to set photos in photoediting software and 20mins to process them. Depending on the scan complexity about 1h to 24h to process full 3D photogrammetry reconstruction. 1 Minute to create a lowpoly model .. 10-15 minutes to bake textures, 1minute to 1 hour to tile and adjust them .. depends on what software you use.
      Its very dependent. For example, if you watch my video about bakers you can see it can take from 6 minutes even to 2 hours to bake maps.. depending on baker you use:
      ua-cam.com/video/n_vSrGLL2Iw/v-deo.html . Same applies to everything else, you can use tripod to stabilise the camera, or the monopod and capture 2 times faster.. or even a drone.
      If you use ArtEngine, seam removal takes 1 minute, if you remove seam manually in Painter it might take even 1 hour. This is why I play and experiment with different tools in my videos :). Hope that answers your question :). Cheers!

    • @cerkez.2023
      @cerkez.2023 3 роки тому +1

      @@GrzegorzBaranArt excellent response, excellent video. thanks. I'll take the photos After I plan to outsource computer operations.😘

    • @GrzegorzBaranArt
      @GrzegorzBaranArt  3 роки тому

      @@cerkez.2023 I am glad to hear that. Good luck and have fun scanning :)

  • @Veray-tf5ku
    @Veray-tf5ku 6 місяців тому +1

    What is the name of the device that contains colors and what does it do? 4:47

    • @GrzegorzBaranArt
      @GrzegorzBaranArt  6 місяців тому

      Its called X-Rite Color Checker and it is a color reference tool. I covered more details in some further videos but also in my books. Basically it can be used to set White Balance in camera but also to calibrate all colors so the color on image from the camera reflects the reality and isnt shifted.

    • @Veray-tf5ku
      @Veray-tf5ku 6 місяців тому

      @@GrzegorzBaranArt thank you my friend

  • @gengar2183
    @gengar2183 5 років тому +1

    3:38

  • @youserjuarez7522
    @youserjuarez7522 6 років тому

    toda la vida, mas camara rapida y una ves visto el procedimiento corte el video y siga en otra cosa, creo que se gana dinero por las vistas, subscripciones y anuncios, no por el video mas largo tedioso y aburrido.
    tanta vara para que de largo se vea bien y de cerca sea una caca, no vale la pena tant vara.

    • @GrzegorzBaranArt
      @GrzegorzBaranArt  6 років тому

      Hey mate, don't speak your language. I used google tho to translate what you have just said and it struggled with it a bit. As I understand your complain I can tell you that I don't make any money from this video or subscriptions. I made it for fun and it is totally free. It is a part of what I am sharing since few years already. I was planning to show even less details from the process with the next one as it has been shown already. Was planning to focus on something else I havent covered well enough. If you want to get more free details, feel free to follow me on artstation as I am trying to present all the details with almost every material I make. You can also watch my other 'free!' videos. You can also buy my photogrammetry ebook with all these details and just read it with the speed which suits you ;P. I am surprised you called what I did a poop especially I have checked content you uploaded on youtube and how much it adds to the society .. and no comments :)

    • @youserjuarez7522
      @youserjuarez7522 6 років тому

      jjjjj veo que si entendio que risa, eso es lo bonito de internet la gente estupida dice no entender y responde a algo que no entiende supuestamente jjjjjjjjjjj

    • @IsvRada
      @IsvRada 6 років тому +1

      No worth to waste your time with this kind of people. Worthless feedback and being super rude with someone who is sharing something for free, thats all he did. Fortunately not all spanish people are like him. Regards from Spain!