Texturing Errors on retopologized geo wth mosaic

Using RC 1.3.1

I captured a large indoor scene in an old warehouse converted to a galery space. 2730 alligned images from both, drone and camera (mavic 3 & a7r IV)

The space has pleny of white walls and as expected the mesh in those areas did not come out great. Lots of irregularities and holes. This isn’t an issue, The final product is going to be an interactive app, so polycount needs to be reasonably low and the geo got retopologized with fairly simple geo in place for the walls etc.

The new geo has 5 UV patches that got layed out by hand, so textoring errors can be easily adressed in photoshop.

Using image or photo consistency based texturing style produces ‘less than ideal’ results. Lots of retouching would be required to make the textures look good since there are so many blurry areas, or areas where it looks like multiple images got superimposed on top of each other.

The new mosaicing style seems to produce much better results. However it ‘leaves out’ large parts of the mesh / fills them with generic blurry colour (the kind you usually see if there is not enough coverage from the images) However there are plenty of images and the same areas on the same geo do get textured if I don’t use mosaicing.

The ‘seams’ between proper teture and blurry fills do seem to run along edges within polygons where quads got triangulated.

If anyone can give me an idea where the issue might be and what i can do to get the blurry areas textured properly that would be great.

Here is an image to better explain the problem

https://postimg.cc/XB64sZGb

Many thanks in advance

Hi StudioBlank,
what are your exact texture and unwrap settings?
Can you attach the results there again? It is not possible to use attached link.

Hi Ondrej, thanks for getting back.

If you copy paste the link into your browser it will work. No idea why it is not clickable. I can’t seem to find an option to add images to posts unfortunately :confused:

No unwrap settings, - as I said the geo being used is retopologized and uv’ed by hand. I’ve run some tests with various settings and types of geometry. Hopefully it’ll help to home in on what is going on.

Copy paste the images links provided below into your browser. The images are large, you might need to download the original image if you need to read the tiny numbers in RC.

Result 01 using:

low res poly geo with hand layed out UV’s, 5x16k maps and mosaic texturing. The left side shows roughly the same angle in blender wireframe mode.

So I thought, maybe I need to subdivide the geo for this to work. Below the same geo as in Result 01 after being subdivided twice. (Uv’s stayed the same)

Result 02 using

medium res poly geo with hand layed out UV’s, 5x16k maps and mosaic texturing,

Then I thought I’d give the reduced original geometry a go. Roughly 40M polys. Mosaic unwrapping 122x8k maps with mosaic texturing. The original geo is not great because the walls were white and clean and we did not have a lidar scaner available. However some areas like the floor and the back wall on the left of the image should be enough to produce better results than what I got.

Result 03 using:

high res poly, mosaic unwrapping, optimal, 122x8k maps, mosaic texturing, solid and sweet view side by side.

The most “consistent” results come with using the old texturing methods (photo consistency) But you have a lot of banding and overlay artifacts like I described in my first post. In the area shown below it is not too bad, but in other areas of the room it is completely unusable. So Basically this method also does not give a resultthat can be used withouth having to do a ton of manual retouching.

(Ignore floor and ceiling on the image below. I was only texturing the wall in this example, that’s why the rest looks so low res.)

The main point of the image in Result 04 is to show that with the same geometry (low res poly) I don’t get “cut off” or blury areas like when using mosaic texturing.

Result 04 using

low res poly geo with hand layed out UV’s, 5x16k maps and mosaic texturing

To sum it up. Mosaic shows the most clean promising results. However it seems to “refuse” to texture the entire model and makes somewhat arbitrary cut offs based on triangulation edges. (the input mesh is a quad mesh) If I could get the entire model textured with mosaic. Most likely it’ll look pretty great.

For good measure here’s a look on the low res geo with uv’s. The area in the red circle is roughly what we’re looking at in the examples.

And one of the RC project with cameras (2730 alligned). There should be more than enough images to cover texturing properly. Drone images are 25mp. Ground based camera is 61mp.

If you like I am happy to talk more about the issue. We just finished digitizing a major museum in berlin, with 2000+sqm, 16m high rooms, hundreds of objects etc. and I’ve got a bunch of glitches, feedback etc. I could share. Especially when it comes to texturing. However I can’t share this on a public forum unfortunately.

Hi,
as it is not an ideal object for photogrammetry process, then there could be some issues in the alignment, which can result into meshing and texturing problems.
For such cases, have you watched this tutorial for low-poly models: https://www.youtube.com/watch?v=7xIWQxf6nEU&t=18s?
I suppose this will be fixed only using some manual work.

Thanks for getting back. I am aware it is not an ideal subject and that these type of large scale high quality results usually require some manual work. What you looked at above accounts for quite a bit of manual work. Currently I am trying to understand an issue that from what I can tell should work, but for some reason does not.

Thanks for the tutorial, I am aware of these workflows. I’ve been working in 3D for many years.

From what I am seeing, neither low poly pipeline changes nor allignment issues can account for large polygons and entire areas not being textured when using mosaic. Especially when the same areas get textured without a problem using other texturing methods in RC. The issue seems to be somehow dependend poly borders. Also it is arbitrary. Here is another test I did. I changed nothing, just pressed texture again and some some areas remain the same, others are textured in one version, but not in the other.

Test01

Test02

For me this does point to an issue with the mosaic texturing mode and low poly objects. I took some time to write these posts because I’d like to adress these issues and because RC specifically asks users to submit issues about the new mosaic features. If this is of no interest to the team working on RC I’ll stop spending time looking at this issue. Let me know, I am happy to help where I can.

Hi,
can you try to import only small parts of your model in the same coordinate system? Like just one wall…
Also, in your result 03, have you used originally created model and unwrap from RealityCapture? As the textures don’t look good there either.