VR Project Workflow Notes

VR Project Workflow Notes

More notes for just myself, so please don’t mind the gibberish.

  1. DEM (general area). ASTER in GEOTIFF has best satellite data with little artifacts, more detail, and most up to date data.
  2. SAS Planet: Make selection (general area) and download tiles at level 18 (ensures tiles are at highest resolution when exporting)
  3. SAS Planet: Level 18, export into 1-large-JPG with .map and .kml positional data.
  4. Photoshop: Equalize color and brightness for 1-large-JPG.
  5. GlobalMapper: Load DEM. Load 1-large-JPG. Change projection to UTM. Use square tool by holding down T and Shift. Drag out a square. Crop both DEM and satellite imagery into square. Export as image tiles with u#_v# format. When you do this, make sure that you hit “Reverse” checkbox next to “Rows” and rows should be “V” and columns should be “U”. Also hit checkbox next to “Reverse naming conventions (Columns first then Rows).” Keep checkbox next to Columns blank. Note Unreal Engine limits to 8192px textures. Do the math to see how many tiles would be closest to that. Export DEM as elevation grid format .XYZ with space as delimiter. If you’re having issues when you import to MeshLab, you might have skipped changing the projection to UTM.
  6. MeshLab: Import mesh.
    1. Filters–>Normals–>Compute Normals for Point Sets.
    2. Filters–>Remeshing* –>Screened Poisson
      1. Reconstruction Depth set to 10 (detail)
      2. Scale factor set to 1 instead of default of 1.1 (gets rid of frame)
      3. Check pre-clean
    3. Filters–>NormalsĀ –>Invert Faces
    4. Filters–>Remeshing* –>Simplification Quadric Edge Collapse
      1. Preserve Normals checked
      2. Planar Simplification checked
      3. Type in target poly-count of what you think your computer can handle
    5. Export as .OBJ
  7. Import in Maya
    1. Modify–>Center Pivot. Move as necessary until center. Make sure camera far clipping is set to 1mil+ and units are in meters. Add Sky (Render settings, add Physical Sky. Then under Arnold in main window, add SkyDome. In Hypershade, connect the SkyDome Color to the Physical Sky. Change SkyDome radius to expand beyond mesh.
    2. Hypershade aiStandard, multi-UV, select any. Apply texture to mesh. Planar mapping. Adjust in UV Editor as necessary. Select–>Faces, drag to select, then use Transform on the right-side window (scale, move, etc). Definitely scale as close as possible to actual image, thus cutting off/letting the border fall off the edge of the model.
    3. Render settings, make sure convert to .TX automatically is checked off if you want to save time rendering instead of waiting for all the huge textures to convert. Covert the textures overnight under Arnold settings, “Make .TX.”
    4. Transform size to match real life.
    5. Camera settings, make sure focal length is set to 50mm with a 35mm sensor. Set to Arnold settings of Spherical lens.
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Blog redesign idea.

Blog redesign idea.

Just notes for myself since I know the blog’s current design isn’t optimal and could be improved:

Me standing in front of my gallery. Black and white me. White walls and floor. Back turned toward audience.

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