375
edits
m (→Process) |
m (→Inside Unity) |
||
| (6 intermediate revisions by the same user not shown) | |||
| Line 227: | Line 227: | ||
</gallery> | </gallery> | ||
During the shoot with (living, breathing, moving) people I used 3 different Softwares to compare and have a choice of results: | The first photogrammetry shoot was done outdoors with only one person. It became clear that more interesting poses could be captured with two people and that less post production would be needed to create a mesh of multiple bodies. The second shoot was styled with custom latex pieces by Florian Mathe and was captured indoors in an empty all white room. During the shoot with (living, breathing, moving) people I used 3 different Softwares to compare and have a choice of results: | ||
When using Trnio to scan people the results vary from recognisable to quite distorted. It is generally more unpredictable but the models are calculated on an external server, which gives very quick and ‘low effort’ results, as well as creating more comprehensive material maps. | |||
<gallery> | |||
File:Trnio1.PNG | |||
File:Trnio2.PNG | |||
</gallery> | |||
Metashape is a great photogrammetry software that creates very detailed point clouds and a realistic texture on the model. However, once creating a dense mesh the solid form (sans texture) has many irregularities and a very ‘bumpy’ surface, most probably resulting from the micro-movements of the models. This results in requiring a lot of cleaning up of the models afterwards. | |||
[[File:Metashape_pointcloud.png]] | |||
My personal preference is Agisofts Recap Photo (which sadly only runs on Windows). The software also sends the images to an external server were the models are created quickly. The way the software deals with ‘irregularities’ or missing information results in very organic colour transitions and fluid, soft shapes. Also the way the texture is displayed in the 3D viewport is ideal. | |||
<gallery> | <gallery> | ||
| Line 254: | Line 268: | ||
[[:File:meshes_process.pdf]] | [[:File:meshes_process.pdf]] | ||
| Line 314: | Line 321: | ||
'''Body-street-scapes''' | '''Body-street-scapes''' | ||
The street elements will function as facade like foldings that collapse into themselves. | The street elements will function as facade-like foldings that collapse into themselves. | ||
The intensity of the external spaces is increased by working with simulating weather conditions that invoke sensory memories of a heatwave, the smell of hot pavement or cooling summer rain on the asphalt. A blurring, wavering heat distortion effect, a damp fog or wet puddles on the pavement. | The intensity of the external spaces is increased by working with simulating weather conditions that invoke sensory memories of a heatwave, the smell of hot pavement or cooling summer rain on the asphalt. A blurring, wavering heat distortion effect, a damp fog or wet puddles on the pavement. | ||
| Line 334: | Line 341: | ||
Guided view/ journey with Cinemaschine camera | Guided view/ journey with Cinemaschine camera | ||
Animation of combined mesh-model | Animation of combined mesh-model i.e. collapsing and folding of street elements, distorting, twisting effects | ||
Effects on camera view | Effects on camera view i.e. blurring effect | ||
Sound | Sound implementation PD | ||
Spatial sound | Positioning the poem in the space i.e. Spatial sound | ||
edits