camera export and file formats
Completed
Hi,
I would like to export the cameras registration, as 3d cameras into 3dsmax.
this will allow using these cameras + photogrammetry to do camera matches really easily. ie, final output will use original photo, plus new 3d, with the photogrammetry model to help placements, but will be hidden in final image.
my guess is, that this may need to new format to export to.
so my vote is for
- alembic
https://en.wikipedia.org/wiki/Alembic_% ... raphics%29
- fbx
or even vrmesh (for model only).
i don't mind if i have to export separate files for cameras and model+texture. but ideally I'd get camera's, model, and textures all working together nicely.
I would like to export the cameras registration, as 3d cameras into 3dsmax.
this will allow using these cameras + photogrammetry to do camera matches really easily. ie, final output will use original photo, plus new 3d, with the photogrammetry model to help placements, but will be hidden in final image.
my guess is, that this may need to new format to export to.
so my vote is for
- alembic
https://en.wikipedia.org/wiki/Alembic_% ... raphics%29
- fbx
or even vrmesh (for model only).
i don't mind if i have to export separate files for cameras and model+texture. but ideally I'd get camera's, model, and textures all working together nicely.
-
Please check Camera+images file list export
for more detail on this.
We will extend the export formats for sure. If you are blocked for post-processing, you can follow the above topic and create own export format.
This is list of supported tokens
Each token is substituted by a proper value during export
Per camera
image index - index
image sizes - width, height scale (if image was resampled during export)
image file - originalFile
reference image file (can differ from originalFile, if undistortion is applied) - imagePath, imageName, imageExt
camera position - x, y, z, at, lon, alt
camera position in camera coordinate system - tx, ty, tz (last column of a 3x4 camera matrix in standard form [R t])
camera rotation tokens
yaw, pitch, roll, omega, phi, kappa
invYaw, invPitch, invRoll
3x3 rotation matrix - R00, R01, R02, R10, R11, R12, R20, R21, R22
camera calibration - f, px, py, aspect
camera distortion - k1, k2, k3, k4, t1, t2
Per 3D point
point index - index
track length - trackLength
position - x, y, z
color - r, g, b -
Chris MacLean wrote:Sorry been away for a bit. Looking for an FBX or Alembic Export. Just something we can bring back into Maya or Mari.
I second Chris and the above posters. Most big VFX vendors will ask for this for sure as it allows them to re-project textures after having run them through their internal colour space pipeline.
Please please please can you make this one of your top priority feature requests. -
Hi Milos, at the moment I just want the camera positions so that I can align the scan with a single image in 3dsmax.
I will have many uses for this, mostly for artistic purposes.
I don't have Maya, only 3dsmax so maybe I will have to see if someone else can convert it for me.
Thanks
Jules -
We will use Mental Ray renderer and Daylight System in the scene.
Step 1
By default 3d max uses Scanline renderer. Change the renderer to the Mental Ray. Go to Rendering-> Render Setup->Common Tab -> Assign Renderer -> Production.
Step 2
We will have create a geometry. Create a Plane. Go to Create Panel -> Geometry -> Standard Primitive -> Plane.
Set Length to 500 and width to 500.
Step 3
Create a Target Camera just above the Plane. Go to Create panel -> cameras -> Target.Activate the Perspective view and press C in the keyboard to activate the Camera view.
Step 4
Open the material editor and crate an ocean material.
Click on get material and select Arch and Design
Select Ocean plane and assign material to it.
Select Water, Reflective Surface template.
Step 5
Now we will illuminate the ocean with the daylight system. Daylight system is a simulation of real world sun. Go to Create Panel -> Systems -> Daylight in the top viewport.
Daylight Parameters
Sunlight: we will use mr Sun
Skylight: mr Physical Sky
Position: We will set it manually.
Step 6 First Render of the 3D Ocean
We have the ocean and the daylight system so it's a good idea to check how the rendered image looks like. Your image should look similar to picture below. In the background you see the mr Physical Sky environment map which was added automatically in the previous step. The brown line represents the ground in the background map. Thanks to Metal Ray's lume shader the plane looks like and 3d ocean already. However, there are some things I'd like to change:
Horizon should be lowered to hide the ground
Smaller Waves
More blue and saturated colors to both ocean and the sky
Little brighter image
Step 7
Color, saturation, and brightness of the image can be adjusted in the parameters of the Daylight:
mr Sky Parameters
Multiplier: 1,1 ( increases the intensity of the sun )
mr Sky Advanced Parameters
Red/Blue Tint: -0,1 ( changes the hue of the light and sky )
Saturation: 1,3 ( changes the saturation of the light and sky )
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