Texture banding-pattern problems in scanned models

Hi all… I’m scanning stone tools and some of the models display a distinct banding effect that is obviously not natural. The straight lines where texture gets darker/lighter are not a result of different UV charts either, you can see the effect inside individual charts of the texture file. Both texturing with photo-consistency or visual-based settings seem to produce the blemish. Presumably this is a result of turning the object over to scan different sides for a 360 degree model? Is there a way to avoid the issue?

image

Cheers…

Hi, what were your texture settings? Was this captured as 360 dataset? Did you have the same lighting conditions during capturing?

Hi. Thanks in advance :slight_smile:

LIGHTING CONDITIONS: This is a studio shoot so lighting was close to identical

360 DATASET: Each orientation of the object was shot on an automated turntable with 5 degrees of rotation between images. We did six different orientations of the object by turning it around, resting on a different facet and returning it to centre of the turntable.

TEXTURE SETTINGS:
Unwrap properties
Unwrapping style Adaptive texel size
Textures’ count 6
Texture resolution 4096 x 4096
Charts gutter size 2 texels
Texture utilization 71%
Optimal texel size 0.000016 units per texel
Texture quality 100%
Texel size 0.000016 units per texel

List of texture layers
Texture layer name Color Layer
Texturing style Photo-consistency based
Type Color
Pixel format 32-bit BGRA
Input layer Geometry layer
Texturing time 00h:49m:11s

Cheers, Davo…

Hi Davo,
can you try these settings:
image

Hi I tried with those suggested settings…

And it did kind of improve those artefacts. I did an unwrap to make sure I was using the new settings but you can still find some straight-line artefacts visible on the model… this effect is not on a UV boundary though either, it’s in the middle of a chart. I’d show you a comparison of old vs new but I’m not allowed to post more than one image.

Here’s one in a different place using the new suggested texture settings…

It’s also visible on some other models cooked on ‘high’ mesh but not a few on ‘normal’…
So I guess positioning of the artefact is partially dependant on mesh and texture settings.

I guess I can throw the texture into photoshop and reduce the effect using Adobe’s fix-up tools, but it would be good to find a workflow that solves this issue. I’ve seen it a few times before on objects that have required turning onto different sides to get a 360 degree scan but it then again it doesn’t always seem to be an issue. FWIW This particular model didn’t require masking…

Hmmm… what do you think might be causing this???

Thanks again…

Hard to say, it would be good to see the images and make some tests. Is it possible for you to contact our support (suppport@capturingreality.com) and then share your images with us?

Cool… I’ll drop support a line tomorrow when I get a chance. Getting a bit late here :slight_smile:

Thanks again, Davo