Shade 12. Photo Modeling

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Photo Modeling

Photo Modeling Overview

Photo Modeling is a feature which lets you generate a 3D model from 2D images. It works through assigning 3D faces to multiple photo images shot from different angles. Photo Modeling is a plugin to Shade 11 or higher. In addition to 3D geometry, Photo Modeling also creates textures extracted from the photos you use.

Photo Modeling Basics

Starting Photo Modeling

From the Tools Menu, select Tools > Create > Photo Modeling. Photo Modeling – Part window opens. This is referred to as a Part window since the model you generate will be saved as a part in Shade Browser.


File:snap019.png

Loading Images with Image List

The Image List is a catalog of images for use in creating a 3D object. You need at least three images shot from different angles. Images loaded through Photo Modeling are read in as Shade master images. Here you can see four images loaded. You can try these examples by locating the images in the directory Shade 11 > Documentation > Plugin Manual > Photo Modeling.


Please note the following when you prepare images: • Use the same camera for all images • Put a subject in the center and shoot it from more than three different angles • Do not change the camera focal length, viewing angle or zoom value • Always use the same image size • Do not crop the photo • Try to avoid lens distortion of the camera as much as possible

Align Your Images

To get the best results, adjust a loaded image to display the subject in the center of the viewing area. You can pan, zoom, rotate and reset the image. To adjust the loaded image, select the tool and drag on the icon.

File:snap021.png (pan, zoom, rotate, reset)

Setting Up a Master Face

A Master Face is a shared surface that appears in each one of your loaded images. The Master Face must be square or rectangle. Since you are working with four (or more) images, you will set up a Master Face for each image.

When you start Photo Modeling, the r-face and snap tools are automatically selected.

In the Preview area, click four points counterclockwise. Set up a Master Face by clicking four points counterclockwise. The first point must be the same location on each image.

Using the example image1.jpg, here the top of the boxes are treated as the Master Face, with the first point located next to the number 7. What follows is the Master Face as it appears on the other images.



A star * indicates that a Master Face is associated with an image.

File:snap024.png

Assign Faces

After you set up the Master Face, you can set up the rest of your faces, much like you did with the Master Face. This is done using the Face tool. Select the Face Tool, then click counterclockwise in the preview area. The first clicking point must be the same point in each face, exactly as done with the Master Face. The number of vertex is set to 4 at default so that faces are set up when you click four times. New faces appear in the Face List, When you create a new face, a question mark [?] appears next to the face name. This means that the face does not have an ID yet.


Set Up Face ID

Even though you use multiple images to create a model, you need to identify a single face across all of the images. To do this, you set up a Face ID. For example, in the image shown below, the front of the boxes is identified as Face ID 1, the right side as Face ID 2 and so forth. Face ID 3 and Face ID 4 are respectively the left side and back of the boxes.

Now you name each face so that Photo Modeling knows how to compile new geometry.

From the Image List, select an image. Any faces including unidentified faces appear in the Face List.

From the Face List, double click an item with a question mark next to it. This opens the Face Information dialog.

Enter a number ID in Face ID, add a name and click the OK button.

File:snap032.png

Faces that are identified are automatically color coded according to the ID number. Some types of faces have standard colors • Gray. A face that is not set up yet • Blue. The Master Face • Red. The currently selected face Starting from 1 to 8, color is assigned orange, yellow, light green, green, sky blue, blue, purple and light purple in that order. From 9, color order starts with orange again.

File:snap052.png


After setting up a Master Face and set up IDs for all other faces, you can generate a preview of the model. Click the Generate 3D button to generate the object. You are not finished at this point though.

File:snap028.png


You can preview how the model will look within Photo Modeling. In the Preview area, click the 3D view tab. Textures are automatically extracted and viewable.

To rotate the object in the View tab, drag the Rotate icon.

File:snap021.png

Save Photo Modeling Faces to Shade

You can export a Shade polygon mesh after assigning all faces. To export the model, click the Save to Shade button to finish.

File:snap031.png

The image data is saved as a texture map as a Master Image.

Photo Modeling Reference

Here is a quick reference to all of the options available in Photo Modeling.

Image List Group

This manages all images.

File:snap024.png

Load Image Button

File:66-1.png This button loads images as master image of Shade. Loaded images are displayed in the Image List. When you delete loaded images, information set up in the images will be deleted as well.

Delete Image Button

File:66-2.pngThis button deletes images selected in Image List and also delete the image from your list of master images in the current Shade project. Deleting an image also deletes any associated face and undo information. Face information set up in each image and undo information will be cleared as well.

Image List List

This displays loaded images. Selected images appear in the preview area. Image selected in list box is displayed in preview area which shows up when selecting [modeling] tab on the right side of window.

Generate 3D Checkbox

When this is on, information of faces assigned in a image that is checked on is used to Generate 3D.

Master Face Mark

The appearance of a star * next to an image name means the image is used for creating the Master Face.

Face List Group

This organizes faces that are assigned or to be assigned to images in the Image List.

File:snap027-41.png

Copy Button

File:66-3.png This button copies a selected face.

Paste Button

File:66-4.png This button pastes a copied face.

Delete Button

File:66-5.png This button deletes a selected face.

Face List List

This displays an organized list of face information that is associated with each Image. If you select an item from the Face List, the item appears selected on the Modeling tab.

Face List Item Checkbox

When this is selected, a face can appear in the Preview Modeling tab.

Face ID Number

This assigns a ID number starting to each image. Zero [0] is automatically assigned to a Master Face.

Show All Images Checkbox

Displays all images.

Face Information Dialog

Double click the item in the Face List to show this dialog. You can assign or identify each face using this dialog.


Face ID textbox

Enter a numeric ID.

Rename checkbox

You can change face names when this is on. You can assign a different name to other face that has the same ID in a different image as well. When this is off, when the same ID is used on a different image, the name assigned to the ID is automatically applied to the new face.

Name text box

Enter the name of the face. This is the name that appears in the Face List.

Photo Modeling Tools

These are tools to place and modify faces.

Line Button

File:66-6.png Drag to select a line in the Preview tab.

Point Button

File:66-7.png This button selects a vertex or point of a face, or by dragging a selection rectangle. You can select multiple points using the S key. You can move a selected vertex by dragging it.

Select All Button

File:66-8.png Selects all faces in the Preview tab.

Undo Button

File:66-9.png This button undoes the last action. You can undo up to 100 times. Some actions will clear all levels of undo. These include any modifications in Shade browser or when exporting to Shade.

Redo Button

File:66-10.png This button reimplements an undone action. You can redo up to 100 times. All history is cleared when you read in information with the Import from Shade button.

R-Face Button

File:66-11.png When this button is selected, clicking in the Preview tab places vertexes to become the Master Face. When it is selected, a Master Face is selected in the Preview tab. A Master Face must be rectangle or square. A Master Face must be assigned in all images as well. Accuracy of 3D generation is proportional to the size of a Master Face assigned on the images. When selected, the Create Master Face Group is available. In the Create Master Face Group, Face ID is fixed to 0 and the number of vertex is fixed to four on a Master Face. This parameter cannot be changed.

File:Snap033.png

Face Button

File:66-12.pngWhen selected, clicking in the Preview tab places faces that have [ID] number greater than zeo. When it is selected, Create Face Group is displayed.

File:snap034.png

Number of Vertex

Select the number of vertex of a face you create: from triangle, quadrangle or polygon. A face is placed when you click the number of vertex you selected in the preview area. You can also place a face by double clicking a mouse or hitting the [Enter] key.

Specific Face ID Pop Up Menu

Assigns a Face as either Unspecified or with a Face ID number. If you select Face ID, it creates a face with the ID number that is specified in Face ID text box. When you place a new face without changing the ID, the previous face is deleted and is replaced with your new face.

P-Add Button

File:66-13.png This button adds vertexes to an already placed face. Click on a line of an existing face to add new vertexes. When you click a line that is a boundary of multiple faces, vertexes are added to them. In case of a Master Face, you can add up to four vertexes.

P-Del button

File:66-14.png This button deletes vertexes of an already placed face. Click vertexes of a face to delete vertexes. A vertex is not deleted when the number of vertex becomes three or under after deleting. [Delete Vertex] group is displayed when this button is selected.

Delete Vertex Group

Select either [The deletion is confirmed] or [The deletion is not confirmed] to confirm that a vertex is deleted in the pop up menu.

Delete Button

File:66-15.png Deletes the selected face.

Reverse Order Button

File:66-16.pngThis button reverses the order of vertexes of all faces selected in preview area.

Snap Button

File:66-17.png This button snaps vertexes when placing or moving vertexes while creating faces.

Start Button

File:66-18.png This button assigns the starting point of vertex that constructs a face. When you select a vertex in preview area after clicking this button, vertexes constructing a face are replaced from the selected vertex as a starting point.

Face ID Button

File:66-19.png This button changes an ID of a face in preview area. The Change Face ID group is displayed when it is selected.

Change Face ID Group

Enter an ID you change in [Change Face ID] text box and press Modify button to change a face ID. File:Snap035.png

Info Button

File:66-20.png When this button is selected, the Object Information Group is displayed.

Object Information Group

File:snap036.png This displays the number of vertexes and a face ID of a selected face in preview area.

Guide Button

File:66-21.png This button creates supplementary lines used as guides to create faces. To create guide lines, click to points in the Preview tab. These guides also allow for snapping if the snap option is on.

Guide lines do not affect 3D model generation. They are used to help you judge missing points. They provide guides that help you align your faces.

Guide lines are managed in Face List.

File:Snap040-21.png

Options Button

File:66-22.png This button assigns size information of a 3D object to output as polygon mesh of Shade. The Output Options group is displayed when you select this button.

Output Options Group

File:snap039.png

Object Size Text Box

This assigns the length of the longest XYZ direction line of bounding box of the generated object in real numbers.

Texture Text Box

This assigns the maximum size of the generated texture map. The default is set to 512 x 512.

Generate 3D Button

This button calculates the geometry and texture map that you can view in the 3D View tab.

Other Options

Set up other options.

Restore Master Face Check Box

When this box is on, a Master Face is generated as a face to make up a 3D object at the time of generating a 3D object. When it is off, a Master Face is used to project a 3D object but is not used to generate as a face to make up a 3D object at the time of generating a 3D object.

Keep this button off when you want to use a Master Face only as a guide. Since the texture of a Master Face is not generated when it is off, the accuracy of other faces texture will be improved.

Projection After Restore Check Box

When this box is on, it shows how a face is generated to a 3D object after generating it in red by re-projecting a face from 3D object to a currently displayed image. It tells you that the fewer gaps between a placed face and a displayed face in red are in all images, the more accurately a 3D object is generated. When it is off, the re-projected red line is not displayed.

Transparency Slider

This assigns transparency of a selected image. It is used when it is hard to see faces and supplementary lines you place. Assign transparency to each image.

Save and Load Options

Auto Updates Check Box

When checked, operations in Photo Modeling are automatically saved in a custom attribute of a part selected in Shade browser. When it is successful to generate a 3D object, it generates the 3D object as polygon mesh in selected part.

Save to Shade Button

File:66-23.png This button saves current set up information as a custom attribute of a part selected in Shade browser.

Load from Shade Button

File:66-24.png This button loads configuration from a custom attribute of a part selected in Shade browser. Information in Photo Modeling is cleared when an attribute such as a newly created part does not exit.

Modeling Tab

This displays modeling operating area.

Preview Area

This displays loaded images, Master Faces, faces, and guide lines.

Pan

File:66-25.png This scrolls the preview area up and down, right and left. You can also operate this feature by using [space] key + drag in preview area or [arrow] key.

Zoom

File:66-26.png This enlarges and reduces preview area. You can also operate this feature by rotating a mouse wheel or using [shift] key + [up and down arrow] key.

Rotate

This rotates preview area.

Reset

File:66-29.png This resets pan, zoom etc. in preview area and displays default settings.

3D View Tab

This displays the 3D view area.

Preview Area

This displays a generated 3D objects and grids.

Pan

File:66-25.png This scrolls preview area up and down, right and left. You can also operate this feature by using [space] key + drag in preview area or [arrow] key.

Zoom

File:66-26.png This enlarges and reduces preview area. You can also operate this feature by rotating a mouse wheel or using [shift] key + [arrow] key.

Rotate

File:66-27.png This rotates a 3D object. You can also operate this feature by using [space] + [shift] key + drag in preview area.

Reset

File:66-28.png This resets pan, zoom etc. in preview area and displays default settings.

Other

Photo Modeling information is stored as a custom attribute of a part. A part with a stored custom attribute is labeled with Photo Modeling.

A generated 3D object is stored as a polygon mesh. There is always one polygon mesh that is stored in a part. When it is changed, it is cleared then stored again.

Images loaded with Photo Modeling and Texture images assigned after generating a 3D object are stored as master images. The file name of a loaded image becomes the name of a master image. As for texture images assigned after generating a 3D object, [texture] is the name of a master image.

Textures of 3D Objects

Texture images assigned after generating a 3D object is filled into each triangle or quadrangle like tiles in an image. When there are polygons, they are placed in the bottom quarter area of a texture. It is efficient to create a face with triangle or quadrangle as much as possible because the more polygons it has, the less efficient it is filled with texture.

Requirements for Face Creation

A face requires the same ID on at least two images in order to exist. When an object is not a simple 3D but includes convex shapes, there could be unseen faces due to camera angle. However, it is not necessary to place a face on hidden area when the hidden face is assigned to a face on two or more images.

A face is not placed in this image because the face in the back is hidden and not be seen.

Faces are placed on hidden faces in two or more different images as below.


The hidden face is generated as 3D object as well.

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