How to increase the percentage of texture utilization?

As I cant ask in this topic
How to increase the percentage of texture utilization?
And cant write in PM, I will ask here.

1 I didnt get this part "Here are some tips from our experts on how to increase the percentage of texture utilization:

  • use the (latest) Unwrap Tool (Michal)". So for better results of UV Mapping we should use other program?

My problem is here.
Image

  1. How to change “units per texel” inside settings RealityCapture?

Hi Vitaliiy

just set lower resolution of the Tx in UNWRAP tool.

Wishgranter wrote:

Hi Vitaliiy

just set lower resolution of the Tx in UNWRAP tool.

And how to get after that texture with higher resolution?
2k works fine for unwarp, but I am getting only 2k texture after that?

Or it always give on output standard resolution of objects, no matter of overall texture resolution? Seems so…

The used texture depends on the quality of your images.

After texturing you can check the texture quality by selecting the model.

If the texture quality is at or near 100% and it does not fully use the available texture space then there is no point in havig such a large texture. Make it smaller. RC is giving you all it can.

If your texture quality is way below 100% then you may have to redo the unwrap and make sure to check the optimal texel size.
Set texturing style to fixed texel size and use that value.
That will make it use pretty much the whole available texture area.

How does Reality Capture determine ‘optimal’ texture quality?

Obviously the nature of the source photographs means that this varies greatly between images and my concern (and my experience) is that what RC considers ‘optimal’ is actually below the maximum quality of the source. The result being that your texture is not as high quality as it could be, even if there’s a risk of some bits being soft/blurred.

There’s also the fact that unwrapped models can be taken directly into other software (Mari etc.) for further processing of textures. Not using the maximum UV coverage significantly compromises the achievable quality.

It’s clear that most people’s expectations of ‘optimal’ unwrapping is to maximise the coverage, regardless of texture size, which is why this topic comes up so often. Please add an option for ‘maximal UV coverage’ in the unwrap settings, and everyone will be happy.

ShadowTail wrote:

The used texture depends on the quality of your images.

After texturing you can check the texture quality by selecting the model.

If the texture quality is at or near 100% and it does not fully use the available texture space then there is no point in havig such a large texture. Make it smaller. RC is giving you all it can.

If your texture quality is way below 100% then you may have to redo the unwrap and make sure to check the optimal texel size.
Set texturing style to fixed texel size and use that value.
That will make it use pretty much the whole available texture area.

I try to make 3d scan from DSLR rig and get same problems. So it is not because of quality of images.

Seems like the size of objects is same no matter what size of texture. That is why when I choose 2048x2048 UV Unwarp I get 100% filing in, and if I choose 4096x4096 Iget free space on texture file and half filing in.

Sure I have found good texel parameters for 8192x8192 resolution manually, after 32 runs… But it breaks UV Mesh too many times, whole texture consist of little pieces.
And as a result it require more that 16gb of ram to build a texture after such UV Unwarp. Otherwise RC is crushing.

Also, if you follow the advice and use a 2k map because the unwrap is only using half a 4k map, that automatically means your texture is 50% lower quality that what RC considers ‘optimal’. You’d need two 2k textures for the ‘optimal quality’, but of course not all workflows support UDIMs.

It’s a really poor situation, and very frustrating that there appears to be no intention to improve it.

IanB wrote:

Also, if you follow the advice and use a 2k map because the unwrap is only using half a 4k map, that automatically means your texture is 50% lower quality that what RC considers ‘optimal’. You’d need two 2k textures for the ‘optimal quality’, but of course not all workflows support UDIMs.

It’s a really poor situation, and very frustrating that there appears to be no intention to improve it.

+1 That is correct.

I think I would not further buy licence when it expire…
Also I would not recommend my clients to use RC, because it was test runs for long term pipeline, and RC fails it.
Great aligment of images and mesh creation, and disaster with texture size.

Hi Vitaliiy

If you use FIXED TEXEL SIZE and use the OPTIMAL TEXEL VALUE then you get 100% Tx quality. RC is NOT stretching the UV SPACE to get mor e UVs coverage, it just give you best possible result. in external apps you can play with UVs strategy and get stretched UVs or etc( like ZBrush weight paining ). but RC goal is not do this, so results here will be always reflecting real data.

IanB wrote:

How does Reality Capture determine ‘optimal’ texture quality?

I would really like to know that too.
The sheer number of questions prooves that there is need for clarification.
I also never understood the texture quality.
What exactly does it express?
Luckily, all my results were good the first try lately - a good alignment probably helps…

Wishgranter wrote:

Hi Vitaliiy

If you use FIXED TEXEL SIZE and use the OPTIMAL TEXEL VALUE then you get 100% Tx quality. RC is NOT stretching the UV SPACE to get mor e UVs coverage, it just give you best possible result. in external apps you can play with UVs strategy and get stretched UVs or etc( like ZBrush weight paining ). but RC goal is not do this, so results here will be always reflecting real data.

Yes, we can use for unwarp other software, as well, as we can use for photogrammety other software. And here appears question - why than we need RC at all?

Previously you gave advice to “Just set lower resolution of the Tx in UNWRAP tool”
But Unwarp resolution it is actually texture resolution.

Unwarp tool in your RC сorrelates with resolution of pieces, not just with UV coverege of texture space.
So It is actually problem with resolution.

The truth is that RC gives low resolution (only 2048x2048), and change size of UV pieces, when we raise resolution.

Greetings.

Actually there exists a mode which tries to maximally fill up the UV space.

First, set off the legacy unwrap algorithm.
Choose the ‘maximal texture count’ unwrapping style.
Note that higher gutter size can result in slightly worse actual texture utilization, but also improve unwrapping speed.

new_unwrap.PNG