RealityCapture Tutorial: Making Seamless Texture From Scans

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  • เผยแพร่เมื่อ 18 พ.ค. 2022
  • In this video we show you how to bake textures onto an imported plane with a square UV, then export the textures and make them seamless using “Texture Paint” in Blender.
    1:00 Export model
    1:40 Import model in blender
    1:57 Make a plane in blender and roughly shape to model
    4:22 Export the plane from blender and import to RC
    5:51 Texture reprojection
    7:00 Inspect textures in RC
    7:24 Export textures from RC
    8:03 Make textures seamless using texture paint in Blender
    8:18 Setting up material in Blender
    10:27 Tiling texture in Blender to see seams
    11:00 Making seamless using texture paint in Blender
    13:42 Using the material on an object and tiling it
    Download the tree scan dataset: www.capturingreality.com/down...
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    Try it yourself with free sample datasets: bit.ly/3cRBfQp
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ความคิดเห็น • 18

  • @wonderboy75
    @wonderboy75 2 ปีที่แล้ว +8

    For treebark I would capture a complete cylindrical section of the trunk. Then use a cylinder as the lowres target. That way you get no tiling issues in one direction.

  • @florentthouret2564
    @florentthouret2564 2 ปีที่แล้ว +2

    You should provide pictures and blend files.... it would be a great addition to this tutorial.

  • @Gidowan
    @Gidowan ปีที่แล้ว +2

    There's a render at the end and Displacement texture is obviously used there, but the video doesn't cover the issue of baking Displacement texture. It would be interesting to see this process, as it's the texture that does the magic.

  • @suhasm8779
    @suhasm8779 2 ปีที่แล้ว

    Is it the same procedure for big models with number of different textures? If not, can you make a tutorial on it please

  • @benveasey7474
    @benveasey7474 2 ปีที่แล้ว +1

    If you use the Addon Send to Unreal then will this texture export correctly?

  • @longes1000
    @longes1000 2 หลายเดือนก่อน

    I need to create a high-resolution texture from a 15-meter long piece of marble that is flat. I'm considering using RealityCapture or similar software to streamline the process.
    Would you recommend capturing a video of the marble and letting the software handle the stitching directly from the video stream, or would it be better to capture individual high-resolution photos and feed those into the software?
    What workflow and techniques would you suggest for a project of this scale to achieve the best results in terms of quality and efficiency?
    Thanks for your insights!"

    • @CapturingReality
      @CapturingReality  2 หลายเดือนก่อน

      Hi, individual photos will be better. And for the capturing, you can check this tutorial: dev.epicgames.com/community/learning/paths/yzG/unreal-engine-capturing-reality-principles-of-photogrammetry-and-scanning

  • @constantinosschinas4503
    @constantinosschinas4503 10 หลายเดือนก่อน

    12:00 Can't you clone Diffuse and Normal maps in a single step (affecting both with each clone stroke)? Otherwise, artifacts are introduced and it is no different than doing in photoshop.

  • @GnoyDavinski
    @GnoyDavinski 2 ปีที่แล้ว +10

    Save your time - 11:18, he's using stamp to hide seams... Pff.
    When you have a full 3D model of a future texture, you can clone and shift it to get natural intersections and no seams.

  • @r.k.hegeler9794
    @r.k.hegeler9794 8 หลายเดือนก่อน

    so you get a flat, uninterrupted square defuse image? Whatever I do, I always get a diffuse image that has cut the textures into hundreds of pieces, my object thought is nearly flat nad the pane I brought in is flat 100%. any clue?

    • @CapturingReality
      @CapturingReality  8 หลายเดือนก่อน

      Hi Kai, have you checked the imported model's UVs inside Blender?

  • @jurandfantom
    @jurandfantom 2 ปีที่แล้ว +5

    Who the hell are doing maps separate o-O you have inconsistent results, how we can possibly support that! It's so sooo wrong. 32k for all channels is possible for 32 bit and looking for way to scale method up to 49k. But chanel after chanel? No!

    • @filibis
      @filibis 2 ปีที่แล้ว +6

      I was so confused about that as well. Painting diffuse and normal maps seperately is absolutely wrong!

    • @wonderboy75
      @wonderboy75 2 ปีที่แล้ว +4

      Is it possible to clone multiple textures simultaneously in Blender? In Substance Painter it easy, but how do you do it in Blender?

    • @pacozalky721
      @pacozalky721 3 หลายเดือนก่อน

      @@wonderboy75 Yes, by painting mask used on 2nd set of shifted textures.

  • @N2oWiS
    @N2oWiS ปีที่แล้ว +4

    ... and now you have a seamless color texture wich is not identical to its corresponding normal texture ...
    Awsome trick 😑👍
    I was expecting a professional technique. Disappointing.

  • @LeviDourad0
    @LeviDourad0 ปีที่แล้ว

    haaaaaaaaaaaaaaaa não voces atrapalharão meu vidio do red para mostra um epp de criar jogo ta de meme ne

  • @Ahmedali_-qd9eg
    @Ahmedali_-qd9eg 2 ปีที่แล้ว +4

    most of video about made texture by Blender, RC is not better , why you use free software ( Blender), Reality capture is not free!!!? Thanks Blender