How to 3D Photoscan Easy and Free!

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Can't believe we can do this for free now. Thanks so much for the tutorial! Can't wait to try this out. If I were scanning a rock or something like that and wanted to get the bottom of it, can I move the photo subject around to get pictures of the bottom or does meshroom need everything to stay in one spot to understand the pictures properly?

👍︎︎ 1 👤︎︎ u/Half-Mayonnaise 📅︎︎ Aug 25 2018 🗫︎ replies
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all right so I have a fun video for you guys today and it's about how to get started photo scanning for free using open source software all you need is a camera your phone will work great and a computer even a laptop will work for that so if you have those two things around you'll be able to get started bullets yeah let's do it [Music] [Music] special thanks to sketchfab for sponsoring this video if you didn't know already sketchfab is a large online website where you can share and now buy 3d models and assets there's over two million models available on the website and now they have a store where you can buy and sell models I actually think the coolest thing about sketchfab is that it has its own built-in render engine where you can actually render and preview the models online within your web browser where you can have it rendered in real time from any different angles so you know exactly what you're getting before you purchase something I already have my realistic nature asset pack available on store and you can save 20% off anything in the store using the coupon code CG geek for the next two weeks link in the description so until recently there hasn't been a very good option for photo scanning without spending at least a hundred dollars on pro software there was a few options out there but usually they weren't very easy to use and it took a lot of steps to get some decent results but now we have mesh room mesh room is an open source photogrammetry software that allows you to do 3d reconstruction for free and it's super easy to use so in this tutorial I will only be using free open source software mesh room and blender to get some amazing 3d scans but we can't start right here no sir there is more to do in fact we're gonna start right here and that's because I'm out here looking for something to photo scan it alright that's better so for example a rock like the one I'm standing on currently that would make for a really cool thing to photo scan and that's because I think photo scanning things in nature is some of the coolest things you could photo skin because you get that real organic look that can sometimes be hard to model and so it looks the most realistic you can't beat the realism of a fuller scale so certain things in nature will photo scan really well and other things will not photo scan well at all so it's important to pick the right objects to photo scan else to recommend shooting on cast a cloudy day as you can see right now the sun is shining and this is an example of when you don't really want to scan if you were shooting at anything that was in the sunlight you'd have some really bright spots on your model and you test long shadows these are both things that you don't want in your 3d scan because you want to add these things later in your 3d software for example these rocks here would make for an amazing 3d photo scan as your 3d scanning software would have no problem scanning them as their solid objects and you'd end up with a great looking 3d object but then things like these ferns here for example these would not first scan well at all as it's impossible to tell the depth from and they're thin and translucent and your 3d scanning software would never be able to get a decent scan out of something like this so here's a list of some things that would photo scan really well out in nature this stump this log this rock this stump this pile of yeah no don't scan that and here's a quick list of things that you want to try and avoid scanning in 3d like flowers leaves this pile oh and here's the object I've decided to 3d photo scan a stump this stump should make for a really cool 3d scan as it has some unique shapes and curves and as well as a solid object so there's nothing that will be too difficult to scan in it so we're gonna start off doing is just kind of clear back some of the weeds and stuff that won't scan so nicely around the base of our stump kind of opening up like this mushroom that you see here that's gonna make for some really cool details in the scan so I'm just gonna kind of clean off the object a little bit and keep all the grass and stuff away from the object all right and our stump here is now ready to be photo scanned and I'm just gonna be using my phone to snap some shots of this as that's all you really need to get a decent photo scan so the last thing to know is you can want to set your phone's camera to use manual settings now if you don't know how to change your settings so you can't change your settings in your phone there's a whole bunch of apps available that will give you manual control over your phone's camera and this is because you don't want the exposure changing depending on what angle you're taking your shot when you're taking your photo scan so you want to set the exposure to be manual and you want to set the white balance to be manual so the colors and lighting don't change depending on the angle of the shot you're taking and you don't want to shoot at least 50 photos of your object from every different angle surrounding the object getting up close for some details getting back a little bit to cover the whole object with all your shots and yeah you're better off to have more photos than not enough photos so you can always you know delete a few later so go ahead and shoot shoot a whole bunch of photos and then we can go ahead and take them to the computer and start processing them so now the goal is to just take a shot from every different angle surrounding your object making sure the object is in frame the whole time and then once you've gotten the whole 360 view shot all around taking about 30 photos or so to get around a full circle then you can get up closer and get some detail shots so you can have some higher resolution textures on your your object and once you've done that you've taken some top-down shots some low shots getting the whole object surrounded you're ready to go so now all you have to do is take your SD card and throw all your images onto the computer and you're ready to get started so with the images here you are ready to get started photo scanning as long as you went ahead and downloaded mesh room go ahead and download it for your system get it installed and all you have to do then is go ahead and open up the folder that is sitting in and double click mushroom and get it open here you see we have a nice clean layout with a few different windows one for our images or image viewer or 3d viewer and then our graph editor so mesh room works off of a node based workflow which is really great because it has all the different steps involved already set out here and gives you a whole lot of control to work with and also if you're already used to something like blender cycles or other render engines you'll be used to a node based workflow and you'll find it really helpful and really easy to work with so before I go anywhere else let's go ahead and import our images now mushroom likes to use images that are at least five megapixel if you shot something lower than that you might have to actually scale it up because I had a hard time importing images that were any smaller than five megapixels but go ahead and get your images now you can see I have them right here I'm just gonna make a selection of all of them I'll pull it out of the way here and you can just go ahead and drag it right into your images spot there let it go and it'll take a second and then mesh room will import all your images so here you can see I have all my stump images lined up and this is a little image viewer that you can go through and kind of preview it your images before you start a 3d scan because you want to make sure that you don't have any blurry photos or out-of-focus photos so I'm just gonna go through here real quick double-checking my photos making sure that they're sharp actually this one looks a little bit blurry so all I'm gonna do is right click and hit remove and just double-check that all of your photos are sharp and ready to scan I mean one blurry photo could mess up your scan so it's important to go through and check all your shots real quick and you'll get a much better scan so in case you didn't say earlier you also want to shoot your pictures at a pretty high resolution the higher the resolution the more detail you'll get in your 3d scan yes it might take a little bit longer but if you want a really high quality scan it's the best way to go so get into the end of my photos here I can see that they all look very sharp look we got one more blurry one here we'll remove that and everything else is looking pretty sharp alright we got a lot of nice two views here what this one's a little blurry as well go ahead and delete it and we should be ready to start photo scanning so another software you'd have to go through and do each step individually you'd have to do feature matching and then reconstruction and you'd have to go to the texturing stage and all that with mesh room it has the node based workflow so you have all of the processes basically that are gonna happen already connected and ready to go if I click start right now it's gonna go through and do every one of these tasks for me I don't have to do all these individual clicks so it makes it extremely easy for a complete beginner to get started using mushroom even if you don't know where all these settings do honestly I don't know what most of them do myself so I'm not gonna really be getting into it too much but it's really easy to get started with photo scanning when all you have to do is click start and it'll automatically take you through every step so it makes sure that you don't miss a step and yeah you get some great results there's obviously lots of settings for more advanced or pro user all you have to do is click on them one of these nodes and you have all your settings over here for the different you know number of iterations for example and stuff more complicated things that we don't really need to worry about again you can go through and maybe adjust the size of your texturing node at the end here if you want like a higher resolution texture right now it's gonna be it looks like an 8k image so that's perfectly fine for what I need right now but yeah lots of cool stuff all these things are going to happen by themselves so it makes it extremely easy to do so the only thing you really have to do is import your images and save your file and if you want to leave it at that you could go ahead and have a very nice photo scan and that's what I'm gonna do because this is a beginner tutorial I'm not gonna get into the changing these settings and stuff but if you wanted to you definitely could and for example if you wanted to say save two different texture maps out one at a Kay for your high resolution and one at 2k for your game you know model you could go ahead and just take another texture node by right-clicking and adding a texturing node right here you could go ahead and connect this up just like that ones connected up and you would be able to change these settings then to be something like 2k and when you exported you would have a 2k and a 4k um you'd also have to obviously connect these two nodes as well in the the same order that this one's connected and you'd be ready to go so I'm not going to I'm not gonna go ahead and do that right now because I only need one texture but that's how you would do it so right click delete node and we're ready to start photo scanning the only step you need to do now is save your project so we're going to go ahead and save as my project in the right spot here and we'll just do a tutorial and we're a deal so I'm gonna click starch and as soon as you click start you can see a nice bar pop up here and then you also have a bar pop up down here so it shows you what step of the process mushroom is at right now we're at the feature extraction and it'll move along through all these different nodes you'll know exactly what step of the process mushroom is at and this will take you know up to five ten minutes or even longer if you're using a laptop maybe even an hour so be patient and as it goes we'll see some results start popping up here so exciting stuff and I'll be right back with you guys okay so we're about halfway done and you can see now that our image matching and feature matching and structure from motion is complete we have a point density of our model and we can kind of zoom around here and we can see that mesh room has already set up all the different images in the right order and it's now working and structuring the mesh so you can see a point density right now just by using your left-click and kind of painting around the new middle mouse button to move the view just kind of like blender if you were used to blender you can use your left-click to kind of pan around and your male mouse button to move yeah so we have a really cool scan in the works here and it's really exciting to watch to kind of come together you can see right now we're working on the depth map down here that's kind of working on the actual model taking the point density and turning it into a mesh so really exciting stuff and I'll be back with you guys when we have some more results and you can see now we are finished we have our point density here and if I click a load model it will load in our mesh model so you can see exactly how the geometry looks on your finished model here you have it it looks super cool and that is really it it already saved all the files you need onto your hard drive so you're ready to go so this can probably took about 15 minutes from me and I have a pretty beefy computer so it might take up to an hour or more on a slower computer but just be patient you can go ahead and do other things on the computer and just leave this in the background and let it do its thing you can see how cool our model looks just by kind of panning around with your left mouse button and then using the middle mouse button to kind of position the view and zoom in a bit you can turn off the point density cloud and just see your mesh and just kind of pan around and this looks like a really excellent photo scan I wasn't sure how it's going to turn out but it looks like mushroom did an amazing job and I'm really excited to open this up now in blender and see what kind of renders we can get so without further ado let's jump over to blender now so over on blender now we can go ahead and import our object I'm just gonna go ahead and go file import and then go down to wavefront obj click that and we're just gonna locate our 3d object here real quick so here's the folder that I saved the mushroom file into you just can go ahead and click on your mushroom file and then you're gonna go down to the texturing stage click that click the opening folder and you can see we have our object right there already textured so just select the dot obj file and click import object give it a second if it's a larger file like mine is probably 500,000 vertices or something you're gonna have to wait just a little bit and here you can see we have our object imported the orientation is kind of messed up so I'm just gonna go ahead and well let's get rid of that default cube always getting in the way and then we'll just grab our plane here double tap our and spin it around until the rotation is lined up with our grid floor I'm just gonna hit one and five on my number pad to go into orthographic view kind of rotate it from here now and just place it right along the red line there so I have it nice and in my view you can see we have some really highly detailed results and this looks super good and this literally took us just two or three clicks to get so some amazing results I'm really excited about the future of mesh room it looks really promising right now and so what I like to do first with one of my 3d models or three scans in this case is they'd like to kind of reduce the geometry as much as I can without seeing any noticeable difference so to do this I'm going to make my window a little bit bigger here and then jump to our modifier tab and I'm gonna add a decimate modifier so you're gonna scroll down right around let me see here right here decimate and this will allow you to reduce the number of vertices in your scene and sometimes you won't even notice a difference in quality when it's this detailed so you can see if I took the ratio down to 0.5 this would be removing half of the vertices in this object every just give it a second there there you have it and if I turn the view on and off you can barely see a difference so it's definitely worth it to cut down some of those Versys so we get a smaller model and that's what I'm gonna do so I'm just gonna leave this on now if I click it back and click apply on our decimate modifier and we should have a lower quality mesh now that looks just as good all right with that done I'm gonna go ahead and add one more modifier and this is the smooth modifier so this moves modifier let me locate it right here the little iron this allows you to add amount and amount of smoothing to your object without doing anything to permanently like using some of the other options in blender this allows you to control it but not apply it so you can change it later on and so it's really great for stuff like this so go ahead and turn the repeat on to about three and then just change the factor until it looks like it's smooth enough but not losing much detail so you want to be careful with this setting you don't want really want to take away any detail but you can kind of fix some jagged edges with it so I think right around at 0.55 leaving the repeat on two or three be just 2 and then taking the factor up just a little bit more until you get some nice sharp edges but not too much of the vertices showing right around there I think about a point 9 and 2 from my repeats looks pretty decent alright and the last thing to do is to smooth shading on your mesh that will smooth out the geometry and let's go ahead and place our camera and get a render for this so I'm just gonna go alt ctrl 0 and snap our camera to our view you can see it's a little close here so I'm just gonna right-click my camera grab in middle mouse wheel pull it back a bit double tap R to rotate it down and let me just kind of double tap our again and then G to move a camera around to kind of get a cool view of our stump here something like that looking pretty cool I think so I'm just gonna place my camera right about there alright sweet and let's get it material on this object so I'm go ahead and split my window here close off that toolbar with T and we'll open up our node editor right there close off the properties tab with and grab our object go to our material settings here and you can see that right now it's set up to use the object in blender render but we want to use that in cycles I'm going to change that to cycles render just check use nodes and now all we have to do is add an image texture in so in shift a add in texture image texture connect it to our diffuse shader actually I'm not going to use the diffuse shader real quick I'm gonna delete the diffuse shader shift 8 and add in the principal shader this will give us some more control and much more neat and organized node layout so I'm just gonna connect the color from our image texture to the base color of our principal shader and connect it to the surface of our material output all we need to do now is click that little button and load in our texture that's already loaded into blender there's just texture underlying the zero and it would be ready to go rendered and see some results so here you can see our object is being rendered without any lighting right now and it looks super cool let's add an HDR to light this scene now so to do this I'm just going to click on our nodes down here to our world settings and if I switch over to our world settings over here I'm just gonna choose use nodes you can see we have our backdrop here and I'm gonna go just shift a-and in a texture environment texture connect that right up to the color there and we'll open up our 3d environment texture alright so here I have my HDR I'm just gonna double click it and open it up and here you can see our scene is nicely lit now and by that HDR now there's a few quick tips that you can do in cycles to make yours 3d scans to look even better and I'm gonna show you guys how to do that right now so go ahead and grab your object switch to your material settings and you can see right now that the specular is kind of shining all over the object and it makes it look kind of bad let's be honest it doesn't really look that realistic to do that I'm going to shift a and add in a color ramp so Converter color ramp right there and we connect our color to that color ramp and then connect the output to our roughness now right now you can see it looks really shiny and that's because we have to work on this color ramp a little bit to make adjusting these nodes even easier I'm going to quickly enable the node regular add-on by going user preferences add-ons right here and then just start typing in node and you can see we have our node Wrangler check the box and we'll be able to use that so now I can just go ctrl shift and click on our color ramp and see exactly what we're getting so what I want to do is they want the blacks to be the areas that are the shiny or areas of the mesh and the whites to be the opposite so right now you can see this is kind of inverted so what I want to do is invert our color ramp to fix that so let me click the little arrow there and flip it around and right now you can see that everything is going to be not too shiny except for these few black areas that are going to be really shiny so what I want to do is I want to pull in the black levels your bits okay something like that and now you can see that these areas would be really shiny in these areas would be really flat if I was going to go to it right now you can see that we have some shiny areas in there but most of it's flat and I think this looks a bit better I need to tweak this a little bit more I don't want anything a hundred percent so I'm going to take the black level here and raise it up a bit and then let's pull it back a little bit so we don't lose too much detail and again with the white we can make that a little less than a hundred percent right there so we have a little bit of specular everywhere so something like that now if I go to our principal shader you can that it's already looking a bit better now we need to add a little bit of bump mapping so bump mapping again we can do really easy by adding in a converter vector right there bump go ahead and connect the color output to the height drop the normal right into there and you can see we have some bump mapping right off of that we could again just go shift a and add in another converter color ramp to kind of tweak this map and now we can kind of play around with the intensity of the bump using this color ramp so if I turn it up you can see that we lose some most of the detail because if I go to this image you can see mostly it's black and in this case we want you whites to be causing the bump so I can kind of pull this around a little bit pull the blacks back a bit and basically just adjust the whites a bit that's gonna be kind of adjusting the intensity of the bump and now if I take a look at our finished shader here you can see we have some pretty strong bump mapping now sometimes this looks better if you invert it so you can try inverting it and you can see that you get some different results I think it actually looked a little bit better non inverted so I'm gonna uninvite it but I'm gonna take the strength down a bit usually about a point 2 or 0.3 is good and you'll get some little bits of detail but nothing too crazy I'm gonna leave at 0.3 and with just those few nodes you can see our results are already looking a lot more realistic and if I jumped into our camera view here and did a few settings with the depth of field they're gonna hide the background there we could get some better looking results as well so I'm just gonna grab my camera here by right-clicking go to our camera settings and I'm gonna change the focus distance I'm going to turn on limits so I can see how far I'm going and then I'm going to use this window to go into 3d view and kind of pan around so I can see where my camera will be focused now when I change the distance here you can see that plus sign is gonna be where we're focused I want it right on the stump there and now I can take the aperture change to f-stop and then crank it down until we get some nice depth of field you can see right there it's a really strong depth of field that's pretty cool looking a little too strong so we'll give it about 0.3 and that looks pretty cool maybe giving a little bit more maybe 0.6 and that's looking pretty nice you can give it a little bit of Boquete effect by giving us some blades and that just helps with the blur in the background makes it look pretty cool I think and you can see we get much better results the last thing to do is change some of our world settings here and the under colour management you can change the view to be filmic and this will give you some nice working out this will give you some nice lighting to work with for a better color grading and now we can go ahead and crank the exposure up a little bit's change the look to be a medium high contrast or even high contrast and you have a really look cool looking 3d photo scan ready to roll right here now the one thing is like I mentioned earlier when I was outside I was talking about how it's hard to scan nature and you can see that some of this nature looks ok but if you only had this it would look pretty fake because you can tell some of these things are pretty flat due to it being really hard to scan something like a leaf so what I did to make this look even better is I used the realistic nature asset pack I created but you guys could go ahead and create some these assets yourself using some of the tutorials on this channel and what you can do then is just go ahead and append those assets I'm just gonna quickly locate the realistic nature asset pack you click on the asset pack and in case you create your own assets you would just click on whatever blend file you had created those assets and you can go to group and I'm just going to import the whole thing the realistic nature asset pack and pen that real quick if I switch to solid view here so I can see all my assets there right underneath my mesh I'm just gonna move these to a different layer and then what I can do is I can add a quick particle system to our mesh here so I'm just going to jump into weight paint mode to tell it where I want these assets to be added and originally kind of paint these around the base here real quick like some grass and in clover like there already was here except it doesn't work super great to photoscan these so you're way better off adding some of these assets later and blender like I'm doing right now so I'm just gonna quickly paint some messy messy spots right there for some nice nature alright and with that said and done I can switch back to our 3d view here and I can go adding a particle system click a new particle system change it to hair and I'm gonna change a choose advanced and now I'm going to scroll down and I'm gonna change it from path two objects I'm going to grab the clover object right there and you can see we have clover now all over our scene permission to continue scrolling down go to our vertex groups and change the density to be that group I just painted now you can see we have some nice clover all over our scene and the quick rotation so it's all rotated on the right orientation and then I'm gonna change the random science the scale a little bit and then of course take down the amount of um quite a bit I'll take it down to about 55 and that will be good and maybe just a little bit more maybe we can go 75 and that looks pretty cool and so I was gonna go to a rendered view now you would see that we have this extra sort of clover over our object making it look even more realistic blending this in with the photo scan I could change the amount here if it was looking a little strong kind of hiding our model too much and that looks really cool and this is kind of a way to make your three scans look even more realistic by adding some realistic nature back into your scene and KaBlam in a few minutes I went ahead and added a few more assets from my pack to the scene here and you can see that it just takes this scene and makes it look like it's a real life object sitting in the woods by adding a few more assets to your 3d scan so it's a really good way to kind of land like I said nature and three scans together and give yourself some really awesome looking results alright so now is that you have a finished looking model that looks awesome it's time to share that 3d scan with the world and I'm going to show you guys how you can upload your finished model to sketchfab and have it rendered in real time in your web browser so you can share with your friends and show everyone the amazing the amazing work you just did so to do this let's go ahead and first we need to do a little bit of work to prepare our model so I'm just going to turn off the assets for now I'm not gonna be doing that in the upload as they're my realistic assets and I'm not going to be sharing those with this scan and what else you want to do is you want to kind of delete some of the excess object geometry to your to your mesh so I'm gonna go ahead and tap into edit mode go to top view here if I grab my key now using the circle select I'm just going to change the size to be just the right size for my detailed objects can in the middle I'm gonna click once and then I can go control I and select everything else around it you can see that I didn't select everything though because I did not click this button here which is limit selection to visible so one more time I'm going to do that click the whole object right there so we have all the detailed area selected control I I'll select everything else X and delete the vertices now we're left with just our detailed scan in a nice little circular platform ready to be uploaded online so what we're gonna do is we're gonna go ahead and go file user preferences and pull it over here you can see where we had just been using it I'm gonna start searching for sketchfab and you can see we have a sketchfab exporter that comes packed with blender all you have to do is check that box right there to enable it and you can see if you jump down here that it is located in the tools so I'm gonna come over here and right here you can see we have our file object for our sketch fab model so all you have to do to upload your object to sketchfab through this add-on is first half a sketch fab account and then you can connect your account right here within the blender add on by clicking claim your token you'll get your token emailed to whatever email address you have set up on your sketchfab accounts and then you'll get a code that you put in right here once you do that it's already connected and you'll be able to upload directly to sketchfab you just gonna want to give your title like a say awesome 3d scan woo and then give a little description give it a few tags you can choose private if you want to and then click upload it will start taking a little bit of time and you'll see that it's uploading right here just be patient and let it do its thing and once your object is done uploading you'll have a little button here that allows you to view the model online just go ahead and click that so here you can see my 3d model already uploaded a sketchfab and ready to be rendered so we don't have to put in a few settings to determine how we want our object to be rendered on sketchfab it's all we can do is click manage this model and then we're gonna go to 3d settings go ahead and click there and they bring up here basically a little 3d online render engine that works right within sketch fabs website it's super cool and i'm gonna show you guys real quick how to put your material on it how do even like change the lighting and everything it has a lot of control and it's a super-awesome so first off let's choose our lighting so I'm gonna click to the lighting here you can see we choose an environment this would actually work pretty good something in the nature so I'm gonna grab we'll just use the Marwood right there and that's already what was chosen so I'll work good and basically we'll leave that until we have our textures on our model now it's already set up pretty good so I'm gonna go ahead and go to our materials and for Albee no this is basically our diffuse texture I'm gonna go ahead and click that you're gonna have to import the texture and basically you're just gonna locate the texture on your desktop real quick so I'm gonna go to my three objects my photo scan all right here and then under our mushroom file just like before and blender we're gonna open up that folder that has the texture underline zero zero it's located right where your object is located go ahead and open it up give it a second to upload and you're ready to go so I'm gonna go ahead and choose that texture if I go out here you can see just um that it's imported but we just have a ton of specularity on it right now so it's not really visible I'm gonna go ahead and give that same texture to the specular I'm gonna choose texture and choose that texture again and kind of just like we were doing in blender we can use the texture to control some of these factors so now I can kind of adjust the roughness to adjust how much specular I want on my object I can adjust the amount of specularity as well as that was a little overpowered I thought so I'll turn that down a bit and then you can also change the colossi ness so you can choose if you want roughness glossiness and adjust both of them all right so that's looking pretty cool and just like in blender we have our displacement option here and I can go ahead and tell it to use the texture for some displacements as well so I'm gonna go ahead and grab our texture right there again if I just choose click choose texture you'll have the texture already loaded there because you already uploaded it so go ahead and click that and if I jump out here just from whoops I want to go to displacement here go ahead and check the on button for displacement and go ahead and open that texture that opened you can see it's a crazy amount of displacement but you can turn this down to something very small and just a tiny bit of extra displacement in your model it can look kind of cool I'm just gonna go to about a point to is a little bit goes a long way and again you have your normal and bump map as well I could turn that on grab a bump map again using that same texture as the bump map and that looks pretty cool if I want to crank the strength up you can see we have some really cool details so this is more what you want to do you don't really need the displacement for this as the displacement changes geometry more and this is just the surface of the material with the bump so you can see that that gives us some of the great results that we're getting in blender right within skins fab so that's looking a looking pretty cool if I don't say so myself and there's all kinds of other options you can do here you can go ahead and enable ambient occlusion that will give you some of the dark spots and areas where the mesh kind of connects with each other and you even have subsurface scattering so obviously in a mesh like this we don't really need subsurface scattering for most of it so I'm not not gonna really use it but if you were doing something like nature assets or something you could add subsurface scattering and it would be super cool you also have translucency there as well but again I'm not gonna be using it for this scene so there's our 3d scan the last thing I want to do to make this look super cool is go to our post processing filters enable screen space refraction they'll give us a little bit more shadows and stuff in our scene interacting with our HDR image and then go ahead and choose SSAO go ahead and enable grain and you can go ahead and change the amount of this to kind of give yourself a little bit of film grain to your render dip the field of course you want to enable that and then you can go ahead and click and it will be focused on whatever you clicked on you can change the amount of foreground blur / background blur I'm just gonna leave this setting set default but it looks really cool and then again sharpness if you want to add more sharpness you can do that's vignette of course you need to vignette everything looks better with the vignette and bloom you can get some highlights going this looks pretty cool if I take it down real low you can see some of the brighter areas start glowing I mean it seemed like this you don't see okay they change the intensity a little bit you can see it gets some highlights so this is all within an online web browser how cool is this and with our object setup make sure it's focused on the right points right about there you click Save Settings it will upload your texture and save all your settings so when anyone else views your model now they'll see it just the way you set up right here all right so that's gonna do it guys I hope you have fun doing some 3d scanning and sharing your finished models with the world again I'd like to thank sketchfab for sponsoring this video definitely check out the new sketch fab store where they have all kinds of models that you can preview just like this before purchasing and yeah they have a great variety I myself already have the realistic nature asset pack over on sketchfab so you can go ahead and see what they look like rendered from any different view and yeah I decide if they'd work for your scene or not so thank you so much for watching this video guys let me know if you liked it with a thumbs up let me know if you disliked it with a thumbs down and share your thoughts in the comments I'll see you in the next video bye
Info
Channel: CG Geek
Views: 1,868,970
Rating: 4.9237757 out of 5
Keywords: photo, scan, photoscan, meshroom, tutorial, blender, photogrammetry, free, easy, quick, learn, fun, 3D
Id: k4NTf0hMjtY
Channel Id: undefined
Length: 34min 49sec (2089 seconds)
Published: Sat Aug 25 2018
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