UV and texture projection

Hi

I’m experimenting with a photoscan of a mine drift / tunnel. I’m curious if I’ve done something wrong, but I see the artifacts in my UV, mostly visible in checkered mode. 

Does that look normal? 

I suspect it’s causing this when texture is reprojected

Hi ցɾօժҍʝöɾղ, what were your reprosteps here?

I think I’ve tried both the built in texture reprojection as a part of the Simplify command, but also without it doing a more explicit/manual texture reprojection after the simplify command. 

I’ve seemed to get away from this problem now, from practical standpoint it looks ok. But It seems given what happens sometimes the UV mapping algorithm perhaps can be improved. 

I have also been noticing this on a recent project of mine. The UV checkerboard also looks blurry even though I used optimal texel size and large triangle removal. It seems in my case atleast that having two data sets Drone and ground based the ground based texturing is close to my subject and that subject has weird scaled UV’s as well as the sharp random sections. I am waiting to see how the texture comes out currently to see if there is any final view issues but I have run this data every way I can imagine. 

 

The model is 104 parts with 100M tris. I am only using 2/3 of the images for geometry and about half for texturing as I was trying to focus on just the best cameras for my data. It also seems to run really slow. 3k images taking 12 hours to run. I had a mesh with photoconsistency that looked awful. So I simplified the data set smoothed out the mesh a touch and switched to visibility based. I am hoping this works otherwise something seems very wrong about this version I am currently using. My Version is 1.2.0.16813 using PPI. 

once I do a mesh render it looks fine. disregard my post still having issues with other things but think mostly it has to do with me being nit picky.