I'm working on a realistic CG/vfx short about an alternate reality. So the city will look like it does, but bigger in scope.Should I use photogrammetry or go old school model+pbr textures?I was thinking of using projection/photogrammetry as much as possible, but not sure if the visual quality will hold up.What is the best workflow to achieve the most realistic results?
>>621971right around 5 minutes in, the Unreal devs start to show their photogrammetry processhttps://youtu.be/clakekAHQx0?t=307
>>621974My shots are around the city at night. Good news is that I can capture my assets at night with baked in lighting, but doesn't photogrammetry perform poorly in dark lit environments?
>>621978You're having a critical misunderstanding.Photogrammetry is meant to be taken on overcast days, resulting in your diffuse texture. This diffuse texture has baked in lighting from the sun and any active lights in the area.In the de-lighting process, the shadows and indirect lighting on the diffuse texture are then removed, resulting in an albedo texture.This albedo texture IS your PBR texture. There is no light information in it. You can use it anywhere. Doesn't matter what the lighting environment is if your PBR is set up correctly.Actually watch the video. You have some wild misconceptions about how photogrammetry works.
>>621978And yes, pictures, renders, and eyesight in poorly lit environments are more prone to noise. That's simply how optics work.Which is why you do it during the day, when your pictures will contain the most color information.Resolution and detail is solved by getting closer or just taking more pictures.
since this is sort of related question, is there a way to capture and recreate terrain through camera? I don't really care about textures, I just want a model of my garden and house. I have some old but working camera, would it be enough if it is possible?
>>621980So how would I go about creating a night environment?Capture during the day, delight and re-light?
>>621988Yes. If you do photogrammetry right, you get albedo textures, which represent the "de-lighted" color of the surface. At render time, environment lighting determines the way they'll actually look, be it at simulated day, or simulated night.
Since I'm gonna have specific shots pre-planned, I should be able to use 3D matte painting workflow right?Baked lighting is a non issue with matte painting, so de-lighting might not be required.
What can I create single handedly that can be worthy of showing the film at Siggraph?