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Nack: Single-Flash 16-bit Surface Scanning. Is Photogrammetry overkill for micro-details?

Hi Polycount!

I’ve spent the last year obsessed with a single problem: Why do we need to take 50+ photos and wait for cloud processing just to capture the surface of a brick or a piece of wood?

I’m developing Nack — an Android tool that uses Shape-from-Shading (SfS) to reconstruct geometry from a single flash photo. No LiDAR, no cloud, no tripod. Just one "click" and you get raw 16-bit data.

Why I think this matters: Traditional photogrammetry often struggles with micro-reliefs (it "blurs" them or creates noise) and requires a perfect setup. Nack analyzes light-shadow falloff from the phone's flash to reconstruct the surface at a sub-millimeter scale.

Key Specs:

  • 16-bit Depth Maps (PNG): Ready for ZBrush displacement.

  • Instant Normal Maps: High-frequency detail capture.

  • On-device processing: All math happens in OpenCV locally.

The "Proof" (Compare for yourself): https://youtu.be/ORexhPYd4wA

I’m looking for a "Stress Test": I’ve put a Free Demo on Gumroad. I want to see if this can handle the most complex surfaces you guys can find. Try it on concrete, fabric, or old tree bark and post your bakes here. I’m ready for brutal feedback.

Get the Demo / Full Version: [https://rkey.gumroad.com/l/sdohp]

Current Goal: Improve the Poisson solver for even cleaner maps. Let me know what you think about the reconstruction fidelity!

Replies

  • RKey4

    🚀 NACK — Mobile Real-World Capture Tool

    NACK is an offline mobile tool that transforms real-world surfaces and objects into digital data.
    Using only a smartphone, NACK allows you to capture textures, surface detail, depth information, and material properties — and instantly turn them into usable digital assets or analysis data.

    NACK is designed as a fast, portable, offline scanning solution for both creative and industrial workflows.


    🌍 What is NACK used for?

    NACK is not limited to one industry. It is a real-world digitization platform.


    🎮 Game Development & 3D Content

    NACK enables fast creation of:

    • Realistic textures & materials

    • Environment surfaces

    • Props & scanned assets

    • Decals and surface details

    Use cases:

    • Indie games

    • Mobile games

    • PC/console environments

    • VR/AR projects

    Value:

    • Faster asset production

    • Unique real-world look

    • No studio or expensive scanners needed


    🧱 VFX, Film & Virtual Production

    NACK helps capture:

    • Walls, ground, fabrics, metals

    • Destruction details

    • Grunge and surface noise

    • Environment references

    Use cases:

    • Set extensions

    • Digital doubles

    • Virtual stages

    • Background environments

    Value:

    • Rapid on-set scanning

    • Real surface fidelity

    • Portable capture pipeline


    🏗 Architecture, Archviz & Design

    NACK can be used to digitize:

    • Building materials

    • Floors, walls, facades

    • Interior surfaces

    • Heritage elements

    Use cases:

    • Visualization

    • Restoration

    • Documentation

    • Virtual showrooms

    Value:

    • Accurate real-world materials

    • Quick environment capture

    • Asset libraries for studios


    🏭 Industrial Inspection & Quality Control

    NACK can act as a mobile surface inspection and documentation tool.

    Potential applications:

    • Weld seam surface documentation

    • Surface deformation capture

    • Wear and damage tracking

    • Visual quality inspection

    • Before/after comparison

    • Defect visualization

    Industries:

    • Manufacturing

    • Welding & metal construction

    • Oil & gas

    • Infrastructure

    • Technical inspection

    Value:

    • Portable inspection tool

    • Fast field documentation

    • Digital reports

    • Cost-effective alternative to bulky scanners

    (Pre-inspection, documentation, and surface analysis — not a replacement for certified NDT equipment.)


    🔧 Welding & Metalwork

    NACK can assist in:

    • Visual weld seam analysis

    • Surface relief capture

    • Geometry and profile observation

    • Documentation for QA

    • Remote inspection workflows

    Value:

    • Instant capture on site

    • Visual surface maps

    • Digital weld history

    • Reduced manual reporting


    🏪 E-commerce & Product Digitization

    NACK can be used to capture:

    • Materials and fabrics

    • Furniture surfaces

    • Decorative elements

    • Physical product textures

    Use cases:

    • Product visualization

    • AR previews

    • 3D catalogs

    • Virtual showrooms

    Value:

    • Faster content production

    • Reduced studio costs

    • Real-world accuracy


    🏛 Education, Science & Documentation

    NACK supports:

    • Field research

    • Archaeology & geology

    • Material studies

    • Digital archiving

    • Training environments

    Value:

    • Pocket-size capture lab

    • Offline work

    • Fast digitalization


    🔑 Core Advantages of NACK

    • 📱 Mobile & portable

    • ⚡ Fast processing

    • 🔌 Works offline

    • 🧠 Real-world to digital

    • 🏭 Suitable for creative and industrial tasks

    • 💰 Cost-effective alternative to specialized hardware


    🎯 NACK’s mission

    To make real-world digitization accessible to everyone
    from indie developers to engineers, from artists to industrial teams.

    NACK turns your phone into a capture device for the physical world.

  • gnoop
    Offline / Send Message
    gnoop sublime tool
    My guess the method is working for tiny surface  dents mostly , same color mostly,  small 1x1m max patch , right?       Not for 10 meters of rocky roadside mound texture with displacement ?     Or it still could  with sun light ? 
  • RKey4

    Great observation! You're right that classic SfS thrives on uniform albedo and diffuse surfaces. However, Nack isn't strictly limited to small patches.

    1. Scale: The 1x1m limit is mostly a 'flash power' constraint. For a 10-meter rocky mound, the Sun becomes the perfect directional light source. As long as there's a clear angle of incidence, the math holds up—whether it's a 1cm coin or a 10m cliff.

    2. Sunlight: Actually, the sun is an even better light source than a phone flash because it provides perfectly parallel rays. Processing a roadside texture under direct sunlight is one of our target use cases for large-scale environment scanning.

    3. Color: While 'same color' is the ideal 'lab condition', Nack's preprocessing handles real-world textures (like rock or skin) by focusing on high-frequency surface gradients rather than flat color shifts.

    Nack is about bringing high-end surface analysis out of the lab and into the field—at any scale.

  • RKey4
    From Nack you can create any 3D model of any you see around you. Check it out - https://youtube.com/shorts/Iizf881Jq_Q?feature=share
  • Eric Chadwick
    How about making scans into tiled textures? Also are you looking into PBR texture elements like roughness and metalness?
  • RKey4

    Great questions!

    Tiled textures: Yes, seamless tiling is definitely on the roadmap. I'm currently working on an algorithm for automatic edge-blending to ensure textures can be used on large surfaces without visible seams.PBR elements (Roughness/Metalness): The app already extracts high-quality Geometry (Normals/Depth) and Ambient Occlusion. Roughness and Metalness are the next steps. I’m planning to implement them by analyzing specular reflections from the flash—this will allow the app to distinguish between matte and glossy areas without needing heavy AI models.

    Stay tuned, Nack is evolving into a full PBR material creator!

  • gnoop
    Offline / Send Message
    gnoop sublime tool
    IMO making scanned textures tiled is better to do manually  in Zbrush or photoshop .   Same for roughness.    Based on Adobe Sampler its a waste of efforts.       More lacking tools is de-lighting , especially  extracting albedo from sun shadowed  images .   I yet have  to see something working as good  as those  special flash lights  that requires a full bag of batteries on you.   
    I once had this softhttps://www.fxguide.com/fxfeatured/tandent-lightbrush-engineering-an-image/  on my mac mini.    Worked not such good   as at their showcase pictures and took forewer to process  but   I still miss it  a lot .     Puzzled it died and disappeared without a trace.    They had bad marketing strategy  probably offering it for big price first then dropping to $100 then going per image price .  Still was the best 100  I spent for a soft .    



  • RKey4

    I totally feel you on Tandent LightBrush. It was legendary, but single-image decomposition is always a bit of a gamble because the math is fundamentally underdetermined.I'm taking a different path to avoid the 'bag of batteries' setup. My approach relies on multi-state lighting analysis. By capturing the delta between different illumination environments, I can effectively suppress the ambient 'noise' and isolate the surface response.Regarding the albedo/geometry separation—which is the biggest headache—I've developed a custom normalization pass that decouples surface reflectance from the actual relief. It’s not just a simple subtraction; it’s a way to neutralize the texture so that high-contrast details don’t corrupt the spatial data.For the final reconstruction, I’m using a frequency-domain integration with specific boundary handling to fix those 'tiled' or 'blanket' artifacts you usually see in SfS. It’s definitely a step up from the generic 'black-box' tools like Adobe Sampler because it actually treats the light as a known vector rather than guessing.

  • RKey4
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