Do workshop de digitalização 3D ontem, no @lababertofablab. Foi giro, mas ainda nãoéo modelo certo para abordar estatecnologia. #3dprinting #3dscanning #scaniverse #polycam #lumaai #widar #photogrammetry https://www.instagram.com/p/CnJjA-lDoeK/?igshid=NGJjMDIxMWI=
By laser-targeting an object and timing how long it takes for the reflected light to return to the receiver, a LiDAR sensor may calculate the distance to the target. These days, smartphones also use this technology, which is used in a wide range of diverse businesses.
LiDAR sensors have been a part of Apple’s yearly range ever since the iPhone 12 was released. A few software developers have produced programs that employ the LiDAR sensor to convert 2D things into 3D objects, which is quick to follow.
Through the lengthy and complex process of 3D scanning, converting to point cloud, creating animation, rendering to VR video, and finally publishing, I've encountered various challenges. However, I've confirmed that my initial project concept is achievable, and I've learned the necessary software, steps, and time required. This process has been quite demanding, and there is millions of times that I want to quite because of the geometry node and operational steps. Some difficulties I've faced include:
1. Problem: Blender, even with the Point Cloud Visualizer plugin, fails to display the colors of PLY files correctly.
Solution: Probably due to the incorrect import method in Blender; the correct approach is to use "add" instead of "import."
2. Problem: In Blender, PLY files cannot be converted to a geometry node for further editing.
Solution: No direct solution found. I employed an alternative method by manually adding geometry nodes to create a point cloud from a GLB file.
3. Problem: Lengthy rendering time in Blender for animations.
Solution: Utilize GPU instead of CPU for rendering. Additionally, reduce the “resolution scale” or set the “step” to 2 for lower-quality previews before rendering the final full-resolution animation.
4. Problem: Blender renders VR videos as PNG files instead of a complete video file.
Solution: Create a sequence in Premiere Pro (PR) using all the PNG frames to render a complete video. Rendering frames as PNG has the advantage of preserving previous progress in case of clash or pause, allowing continuous rendering.
5. Problem: Visible black boundaries in VR videos created from Blender-rendered PNG sequences in PR.
Solution: Ensure consistency between PR's sequence settings and Blender's render settings. A more simple and direct way is right click on the clip, and choose Scale to Frame Size.
6. Problem: Incompatibility of Open Brush files exported in GLB format with Mac computers when using standalone VR headsets.
Solution: Create an Open Brush account and link it to a Google account to sync/back up all the media files to Google Drive, including desired GLB file. Then downloaded it from Google Drive on the Mac computer.
(OpenBrush model download and open in Blender using GLB file format)
Based on these challenges and solutions, I've documented a detailed workflow for creating a point cloud animation, following tutorial links:
1. Obtain a base model through 3D scan using Scaniverse (free, supports multiple formats) and Sitescape (for larger buildings, supports PLY format only).
2. Export 3d scan to GLB format, import into Blender, and follow tutorials to create nodes for point cloud and transformations:
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3. Add noise for ambiance and lighting effects, referring to specific timestamps 57 and 60 minutes in tutorial videos:
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4. Set up camera shots, animate using keyframes, and employ plugins like Camera Shakify for handheld motion effects:
manually add:
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use plugin(recommend): https://github.com/EatTheFuture/camera_shakify
5. Render VR animation frames in Blender and compile them into a video sequence in PR.
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6. Edit VR video in PR as per Canvas module course guidelines, or for headset editing, refer to Adobe's VR support documentation.
7. Preview and check for seamlessness in Vimeo before finalizing the project.
Currently, my concerns is still about Blender's slow rendering speed and seamless transition between clips. I plan to discuss these issues and explore previewing methods and final presentation options with my instructor next week.