How to get full detail texture for very large objects ?

It seems that an object made from let’s say 50 pictures gets a texture file of 1 Gigabyte.
A large object made from 2000 pictures gets a texture file of 1 Gigabyte as well.
The problem is that a texture file of 1 Gigabyte apparently is too small to store enough detail for a very large object. A very large textured object looks very blurred.

On the other hand if for instance I take 50 pictures from those 2000 and I reconstruct a small portion of the bigger object, then that portion will have a very detailed texture.

So my question is: is it possible to increase the size/resolution of the texture file for large objects (by large objects I mean objects created from tens or hundreds of millions of points) ?

Or is there another way to store the full texture detail of large objects ?

Thank you !

Hi Florin Barbuceanu
Yes, use the RECONSTRUCTION->UNWRAP tool and use the FIXED DETAIL style, change texture resolution to 4-8k and UNWRAP it, then click on MODEL and you should get 100 % TEXTURE QUALITY.
Please post some screenshots of your UNWRAP results…

I am not sure what you mean by “then click on MODEL”. I don’t see a button labeled as MODEL.
You mean to click on Calculate Model (in Preview/Normal/High quality) ?

Hi Florin Barbuceanu

Take a look here how you can get to the MODEL details:

Model_info.jpg

I found the Model. Thank you !
However, after I unwrap it, the exported mesh does not have any texture.

Hi Florin Barbuceanu
It is because UNWRAP just prepares a model to be textured. UWRAP calculates UV maps, but you need to calculate the actual textures onto the UV maps…

Hello,

Thanks for the info.
Now I used this method to generate a detailed texture : result is 31 x 16Kx16K jpg files, total filesize nearly 1 GB.
I use autodesk FBX Review as a viewer, but this viewer can’t handle these big texture files.
Does anybody know a fast viewer application (Windows) for large obj files and textures ?

Hi Wim Willems
The 16k textures are good ONLY if you render them in an external app, as the GPU cannot handle such large textures. You would need a GPU with 24-32 GB of RAM. I highly recommend you to use just 4-8k textures as they can fit in memory more easily, but even then you will have a lot of texture data to display in real-time…

Wishgranter wrote:

Hi Florin Barbuceanu

Its because UNWRAP just prepare model to be textured. UWRAP calculate UV maps, but you need calculate the actual textures onto the UV maps…

Can you please explain how can I calculate the textures onto the UV maps? I have a large model 90m triangles, I simplify it and I want to put the original texture in this model to keep some details, inside 3dsmax, but I only managed to open the obj file in 3dsmax with the checkerboard material applied.

Hi Nikos
When you change topology of a model ( simplify, filter ), then the mesh loses all UV details. You first need to use UNWRAP to get the UV maps and then you need to calculate TEXTURES with the TEXTURE button.

Wishgranter wrote:

Hi Nikos

When you change topology of model ( Simplify, filtering ) then the mesh loose all UV details. YOu need fist use UNWRAP to get the UV maps and then you need calculate TEXTURES with TEXTURE button.

thanks for the fast reply, I pressed the textures button again after unwrap but in texture details it says 17% texture quality. Why? How I get the 100% texture quality?

have you increased texture count?

try 32, it should only use the amount that it needs (so i doubt you will get that many).

Even though I understand that there probably is a good algorithm for solving the textures, it is not user friendly. If you choose a 4k tile it should fill that up as far as possible. With hundreds of 40MPix images I would assume it would be able to handle quite the resolution. I find the behaviour strange and for a pipeline it is only a hassle to have the bottom 20% filled in any rez texture.

I manages to get full detailed textures on low poly meshes with the Fixed texel size option.
Thank you for the tip.