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Photogrammetry questions

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dorodo polycounter lvl 3
I've been trying to get into photogrammetry after having a small class about the topic last semester. We basically covered the whole workflow from Photoscan to zBrush, but that was done in a studio, and after watching the Kite Demo Breakdown from Epic, I've been looking for ways to apply this in my own environments. I know some games such as The Vanishing of Ethan Carter and Battlefront on their PBR materials (Looking forward to their talk on GDC!) completely embraced the techniques, but getting the right setup for photogrammetry seems to be the most delicate part of it all, and I feel extremely lost on that part.

So far, I have a Nikon D5100 with the zoom lenses that come with it and a pan/tilt tripod head, plus a circular polarizer, and a X-Rite color passport, and finally, a chrome ball to capture the HDR environments.

1) Do I need to acquire a fisheye lens and a pano head to recreate the lighting conditions later or will the chrome probe do the job? I understand that it would be the ideal choice for this, but spending 400$ on the lens + head is a little bit out of my budget. Is there anything I should consider for this technique?

2) Is there a method for extracting roughness information from the photos? I saw this post about separating the specularity from objects, but is there any way to apply this in PBR besides extracting the albedo?

3) On tileable textures, do you recommend using nDo/Crazybump/Bitmap2material for creating normal maps from the photos or is there a way to get that information from photoscan?

4) I understand that an overcast is the best type of weather to take the photos, but after seeing how Epic recreates the lighting conditions to delight the textures, does that even matter anymore?


I apologize in advance if any of these questions sounded ignorant or didn't make sense.

Thank you!
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