Road to version 4.5 (Clementine)

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  • ZazMMM
    replied
    Originally posted by Roberto
    Thanks! We have corrected the issue in our internal build, and it will be published with the next beta patch.

    Meanwhile, as a workaround, you can check and uncheck the "rendering only" checkbox to make the gizmo reappear.
    Thanks. I didn't try the work around mentioned, but 4.67 does fix the missing gimble problem.

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  • Roberto
    replied
    Thanks! We have corrected the issue in our internal build, and it will be published with the next beta patch.

    Meanwhile, as a workaround, you can check and uncheck the "rendering only" checkbox to make the gizmo reappear.

    Leave a comment:


  • ZazMMM
    replied
    I'm not seeing the gimble in 4.466 Build 20? (the build version string extends outside the window when I do Help->About..., I downloaded the version about 12 hours before this post).

    Whether I click on the "Scale/Rotate/Translate Objects" icon in the toolbar, or right click on point cloud or mesh and choose "Transform Using Tools...", I don't get the gimble tool to do the transformations. The "Transform Objects" dialog window does display.

    Attempting to manually edit numbers into the "Tranform Objects" dialog window (at least the Z rotation field) caused a crash which I sent.

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  • Roberto
    replied
    Unfortunately, this is related to the new UV packing. From our tests, it shouldn't be that slow compared to the previous version, but we can add settings to switch to the old procedure.

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  • Nedo
    replied
    Just an Info: Texturing a Mesh with the 4.464 Beta build takes aloooooot time, even just a single texture, much much slower then the regular build.

    This is the slow part that is very slow:
    ...
    [12:41:07] Detecting degenerate triangles...
    [12:41:07] Collapsing degenerate triangles...
    [12:41:07] Done.
    [12:41:07] Computing texture coordinates...
    [12:42:58] Done.
    [12:42:58] Patches Before merge: 7257
    [12:43:02] Sorting rects...
    [12:43:02] Merging...
    [12:46:05] Erasing...
    [12:46:05] Packs after iter 1: 789
    [12:46:05] Sorting rects...
    [12:46:05] Merging...
    [12:48:07] Erasing...
    [12:48:07] Packs after iter 2: 762
    [12:48:07] Sorting rects...
    [12:48:07] Merging...
    [12:50:26] Erasing...
    [12:50:26] Packs after iter 3: 757
    [12:50:26] Sorting rects...
    [12:50:26] Merging...
    ...

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  • Nedo
    replied
    Windows was not able to uninstall the software, i had to go to the 3dfzephyr beta root and start the uninstall manually
    After that a fresh new beta install worked without any problems!

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  • Nedo
    replied
    just got an beta update information (new update), during the update got this message (see pic)
    i will try a different way, uninstalling the software first...

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  • Andrea Alessi
    replied
    I just wanted to clarify that Zephyr does not do anything cloud based - it's all working on your computer and your computer only. The 100% gpu usage is probably something related to the shader, we'll look into it, thank you!

    And thank you for your kind words

    You can use support@3dflow.net for private reporting (and to share data) and/or the forum for everything else.

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  • artsomnia.art
    replied
    edit due to my post above: I made a bunch of tests tonight and had to realize, that simply the highpoly mesh visibility rendered out on my viewport the reason of my constant 100% gpu load, no matter if it's static or I'm moving the camera around. If I change the viewport render to - "show point cloud only" my GPU load immediatelly falls back to 24% (RTX 2070 Gainward phinix on Nvidia creator ready driver) Right now I'm waiting for a cleaned dense pointcoud reconstruction, it was not an easy ride to import it back, the original exported mesh had a lot of shells had to fix it in netfabb and than do the cleanup in zbrush. I tried to close the mesh inside Zephyr by using watertightness (in prior version it went well) but now it loaded up all my 32 gig ram to 100% + my ryzen 2700x to 100% as well (all cores were on constant 100%) and it stucked in the solving stage for 30 minutes. I could not even abort the process, had to shoot down Zephyr. I had a few crashes, I made a bunch of screenshoots about "strange" scenarios. Can you please send me a mail where I could/should upload my beta reports?
    But all in all, I really like what I see! Where things works out, there I see perfect end results! I never ever saw this detailed mesh generation in any photogrammetry software with this low polycount! My 8 mill mesh ended up, that first I was sure that it's around 30-40 mill... I shocked when I saw that it's just 8 with such detailes. That beeing sad... but unfortunatelly the mesh had quite a lot of degenerations, but I will report all of them and I hope that they can be solved

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  • artsomnia.art
    replied
    Thanks Andrea and Roberto! In this case the new UV packing algorithm works well and probablly as Roberto mentioned it, it's influanced by other changes in the pipeline.

    wow guys! I more and more amazed by doing my tests! Befor it was no matter, that I chosed "closup" construction method, Zephyr always calculated out the pointcloud as if I would looking for an area workflow. But now with Clementine it's super clear! Incredible great! Better close up recogniser than in RC!

    I would have a question: Do Clementine works for the beta testers as a cloud rendering server? I generated a dense cloud+mesh to testing out the normal and displacement map content, the work was done, no other workflows were running inside Zephyr, I made a break and when I arrived back my pc was super hot, my GPU was on 100% (RTX 2070) used by Zephyr, but there were no actual workflows on my side. It was a bug? Or we, beta users are building up a kind of a cloud render farm for Zephyr till we are testing to let it test, calculate, solve this and that and with that helping the development? I attach the image how it happened:
    Click image for larger version

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  • Roberto
    replied
    Yes, I confirm that it's the only improvements in the texturing phase. However, the texturing is influenced by all the other previous step of the pipeline, and a better camera orientation or mesh will give you also a better texture

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  • Andrea Alessi
    replied
    As far as I know (but Roberto may correct me here ) aside from the related changes to the new UV-packing algorithm, nothing else changed on the texture generation


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  • cam3d
    replied
    Originally posted by Andrea Alessi
    Hi Cam! You need a lowpoly textured mesh
    Makes sense! Totally forgot UVs weren't generated yet. Would be good to have a warning that it needs textured mesh and/or greyed out as an option until textured mesh created

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  • artsomnia.art
    replied
    I made my first test in Clementine and realized that the texture map turned out much-much better as in the previous version (I took a blink just on the color map, still did not tested the new normal and displacement tool). I did not saw any patch notes that is texture oriented. Could it be that simply the new UV unwrap algorithm made such a huge improvement? (I used default settings all the way till texturing in both versions to do not influance the income by costume settings, but it also could be that default settings changed )

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