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#1 2017-02-12 10:06:25

paul.parneix
Member

PBR Scanned Surfaces

Hi,

Here are some PBR Surfaces I scanned yesterday, rendered in Guerilla :

Granite Stone :
http://img11.hostingpics.net/pics/801215beauty.jpg

Old Leather :
http://img11.hostingpics.net/pics/536807leather.jpg


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#2 2017-02-13 16:38:46

hulud
Guerilla dev, the guy to hug

Re: PBR Scanned Surfaces

Nice :-) Did you try with the new Surface2 shader in Guerilla 2.0 ?


Cyril 'Hulud' Corvazier
Guerilla developer
http://www.mercs-eng.com

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#3 2017-02-13 22:22:36

paul.parneix
Member

Re: PBR Scanned Surfaces

hulud :

Nice :-) Did you try with the new Surface2 shader in Guerilla 2.0 ?

I was on my laptop with 1.4 wink but I'll try on 2.0


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#4 2017-02-14 16:30:58

Ben
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Re: PBR Scanned Surfaces

Woh ...
That's some quality photogrametry here ...
Nice work, mate!


Benjamin 'Ben' Legros
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http://www.guerillarender.com

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#5 2017-02-14 17:53:11

hulud
Guerilla dev, the guy to hug

Re: PBR Scanned Surfaces

Yeah really impressive !

Does your workflow output a Metal mask ? How do you get the rock speculars ?


Cyril 'Hulud' Corvazier
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http://www.mercs-eng.com

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#6 2017-02-14 21:35:45

paul.parneix
Member

Re: PBR Scanned Surfaces

@Ben, Thanks smile it's photometric stereo here.

@Hulud, Calibrated albedo and normals / displace are quite trivial to extract. I'm also isolating normalised "specular". from this specular component it's possible to guess specular albedo, IOR / metal and roughness, but it's not as precise  as albedo and normals smile

For production imho it's enough to have good results, good normals do the trick (for the leather I didn't used spec / roughness map, cos it was working using  the normal map and constant spec / roughness values )

but i'm working on 2 other scanners, with a bit more complicated hardware to allow precise estimation of Specular albedo and roughness smile that is really helpfull for multi-material surfaces.


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#7 2017-05-19 01:54:12

paul.parneix
Member

Re: PBR Scanned Surfaces

Hey smile , I'm improving my surface scanning workflow / code, here's a new test rendered in guerilla :

https://img4.hostingpics.net/pics/765301beauty.jpg

Another one to test translucence map :

https://img4.hostingpics.net/pics/849140translu.jpg

Is the spec1 brdf a custom model, or a classic one ? I'm just wondering cos I'd like to fit extracted specular / roughness maps to spec1.

Thanks.


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#8 2017-05-24 11:12:52

Ben
Guerilla dev, the guy to hug

Re: PBR Scanned Surfaces

Hi Paul,

In the Surface shader, the Spec1 is an anisotropic Ward microfacet brdf. Fairly straight forward, with a bit of tweaking for Fresnel blending with the diffuse.

In the Surface2 shader, the Spec1 is an anisotropic GGX brdf. The only subtlety is the correct blending with the underlying diffuse/sss/translucency, which is not trivial and our hidden recipe wink

The other specular layers (Metal, Spec2) use the same model as the Spec1.

Cheers,
Ben


Benjamin 'Ben' Legros
Guerilla developer
http://www.guerillarender.com

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#9 2017-05-27 17:14:44

paul.parneix
Member

Re: PBR Scanned Surfaces

Thanks for the infos Ben !

Here's another test, 1m² muddy ground.

photogrammetry for this one.


https://img15.hostingpics.net/pics/706350mudphotogrammetry.jpg
https://img15.hostingpics.net/pics/792139groundcloseup.jpg

Last edited by paul.parneix (2017-05-27 17:34:44)


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#10 2017-05-30 10:09:14

hulud
Guerilla dev, the guy to hug

Re: PBR Scanned Surfaces

Nice ! smile


Cyril 'Hulud' Corvazier
Guerilla developer
http://www.mercs-eng.com

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#11 2017-05-30 12:27:45

hulud
Guerilla dev, the guy to hug

Re: PBR Scanned Surfaces

So here, do you use a single displace map in Bump+Displace mode ?


Cyril 'Hulud' Corvazier
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#12 2017-06-01 09:19:21

hulud
Guerilla dev, the guy to hug

Re: PBR Scanned Surfaces

The last posts were lost during the server migration. Here they are :

paul.parneix :

Hi Cyril,


Yes it was displacement + Bump mode only for surface details, it seems to work pretty well.

Here's another test using Displacement + Bump with Additional normal map in the Surface2 shader :

https://img15.hostingpics.net/pics/237644forestgound.jpg

I don't know how Disp+Bump & Surface Shader Bump blend? Is it ok to use both ? (Additional Normal / Bump map in Surface2 to add extra details)

Ben :

Hi Paul,

The Surface bump is applied on top of the displaced surface, so the bump uses the displaced normals.
The Displace+Bump mode is intended for sculpted data, while the bump is intended for painted data, that is the resolution that sculpt can't get to, while the bump detail would be up to the texture resolution.
With scans, that is a different story, since you're not limited by the sculpt geometry resolution. My guess is that Surface bump gives you an extra channel for later detail.

By the way, is this vector displacement, here? I quite puzzled by the detail and the feeling that the surface is not a height field ...

Cheers,
Ben

nicolas :

Sweet, indeed!!
Any chance you could provide some details about the scanner you're using ?


Cyril 'Hulud' Corvazier
Guerilla developer
http://www.mercs-eng.com

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#13 2017-06-04 04:00:51

paul.parneix
Member

Re: PBR Scanned Surfaces

@Ben : It's just a height map here smile
Discontinuity in surface height can be a problem...  I have developped some tools to avoid brutal changes in final height map, but it looks strange with big height variations. so the key when capturing surface is to make sure the surface will work during shooting process.

@Nicolas : It's basic Photogrammetry for the last 2 scans, Using Reality Capture and some proprietary tools for baking / height processing.
I'm building a custom photommetric scanner, can't tell more about it right now wink


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#14 2017-09-16 15:55:33

paul.parneix
Member

Re: PBR Scanned Surfaces

Hey guys wink

I found a way to adapt my PBR surface scanning technique to 3D Assets / Environements, here's a quick render test with Guerilla :

https://img11.hostingpics.net/pics/288463pbrasset.jpg

Compared to classic photogrammetry workflow :
-16 / 32 bit float output for all maps
-More precise surface details
-Shadowless calibrated albedo
- Clean Roughness & F0 estimation

Still a lot work to do, but almost there smile


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#15 2017-09-17 21:12:28

soz
Member

Re: PBR Scanned Surfaces

what are you using to scann those surface?


Tristan

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#16 2017-09-21 09:48:45

paul.parneix
Member

Re: PBR Scanned Surfaces

It's based of photogrammetry, + custom techniques for maps.


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#17 2017-09-21 10:39:04

doubleailes
Member

Re: PBR Scanned Surfaces

Hi paul.parneix!

Nice job.

What is the specular map you showing us? Is this an amount? or a F0 value?

Thanks.


Phil

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#18 2017-09-26 08:19:08

paul.parneix
Member

Re: PBR Scanned Surfaces

Hi Phil,

In the image, specular is just the AOV, map used is F0 estimation converted to IOR in guerilla.
F0 estimation is more precise for flat surfaces.


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#19 2017-10-27 08:15:12

soz
Member

Re: PBR Scanned Surfaces

thx Paul !


Tristan

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#20 2017-11-17 15:00:58

b3bomber67
New member

Re: PBR Scanned Surfaces

paul.parneix :

@Ben : It's just a height map here smile
Discontinuity in surface height can be a problem...  I have developped some tools to avoid brutal changes in final height map, but it looks strange with big height variations. so the key when capturing surface is to make sure the surface will work during shooting process.

@Nicolas : It's basic Photogrammetry for the last 2 scans, Using Reality Capture and some proprietary tools for baking / height processing.
I'm building a custom photommetric scanner, can't tell more about it right now wink

Hi Paul, just wondering if you can share more information about your custom scanner yet??? I am very interested, as I'm sure most others are as well!

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