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I also commented your previous post. To solve your scaling problem, have you tried to change all GCP to tie points? Then you can set the distance between tie points and click Update to scale your model to this distance.
https://support.capturingreality.com/hc/en-us/articles/115001524071-OS-and-hardware-requirements
Hi. as I told you
"I converted the ground control points to tie points and added a measure constraint."
But I'm gonna double check. and try recreating them fro zero. But yes, as I was understanding that otherwise the scale would be set due to three points having coordinates.
I've also thought of doing a relative point coordinates one being (0,0,0)
and the rest having relative coords to this point like (0,100,0) (20,10,0) instead of using UTM. this will expose if there is a bug or not
In regards to hardware requirements I've a 16gb ram i7 3820 and GTX 1080 so on the paper should be no problems.
In regards to memory it says:
- 2000 images (scans)/40K features per image - 16GB RAM
I'm running a 1200 img job and it peaks 16gb usage almost as quick as I hit the compute texture. but to be hones I think is related to the fact is says I'm using 1600% of texture quality, witch is happening because I'm using fixed texel size and the scale is messed up....
https://1drv.ms/i/s!AuliwwO_siw1iDY4fL8ODqGgqbY3
The coordinates where projecting like in a globe sphere when using WGS84 UTM 52s. This is probably correct as it does place in the worldspace coords but is a bit ankward relative to the software grid.
If I use the coordinates with an euclidean projection they work as I did expect.
At leas I tested with the relative coordinates having point 0 in 0,0,0
x y z x y z
point 0 389544.01 --- |---3935086.89 --- |---0 --- |--- 0 --- |---0 --- |--- 0
point 1 389891.43 --- |---3935359.66 --- |---0 --- |---347.42 --- |--- 272.77 --- |--- 0
point 2 390475.55 --- |---3934307.51 --- |---0 --- |---931.54 --- |--- -779.38 --- |--- 0
You can see in the image that the 1000m graphic scale is almost the size of the distance constraint.
https://1drv.ms/i/s!AuliwwO_siw1iDx-9LcWKHUukL8A
You can see in the data panel that the distance contraint (measured by software value) is 441m
Here you can see GCP and sitance errors (ok one has big error but others are acceptable to me)
https://1drv.ms/i/s!AuliwwO_siw1iD1hlsuL5Ed_HCGT
The components shows no georeference value, and texels do no adapt to scale values.
Component texturing optimal texel size is said to be 0.083989 meter per texel. But if I put that size it generates GIGANTIC texels, of like 60meters in model size.
I've yes clicked update button for scale changes to apply. The only way to georeference a component is to set coordinates beforehand? According to documentation update should scale all component elements.
I'm ruinng align process again.
I re run alignment (draft) and re run meshing (preview) for a quick re-texturing at a proposed texel size. FINALLY the output seems DECENT!! Just coment that viewport resolution seems to not show full texture quality, further, I've seen to degrade from the non clip version to clip version. Here an snap from cliped mesh and rendered snapshot. I've mistekenly re-unwraped so I've not yet tested orto quality, I hope is as good as in the render.
https://1drv.ms/i/s!AuliwwO_siw1iD7DbTpMVx_8mILr
I think its a limitation. At least, you should provide the options when updating what elements of the component you whant or not want to be affected so they georeferencig does or does not change.
When you come from a field run with cards full of images the first thing you will do is dump the photos, and leave the stuff aligning, wehter as draft or full to see if the run whent well.
and if all goes fine you'll whant to use already processed data by scaling, rotating and geo referencing it instead of re procesing all witch in a large dataset can cost you a workday or an overnight run.