Differences
This shows you the differences between two versions of the page.
Both sides previous revisionPrevious revisionNext revision | Previous revisionNext revisionBoth sides next revision | ||
3d_modeling:blender:clean_up_occipital_3d_scan [2020/04/07 01:33] – [Big Holes] formlab | 3d_modeling:blender:clean_up_occipital_3d_scan [2021/10/13 00:23] – [Open the file] formlab | ||
---|---|---|---|
Line 1: | Line 1: | ||
====== Clean up a 3D scan made with the Occipital Structure scanner ====== | ====== Clean up a 3D scan made with the Occipital Structure scanner ====== | ||
- | The 3D files from the Structure scanner often have holes and unwanted geometry. After following this guide you'll get a watertight model that is ready for color-3D printing. A basic understanding of mesh manipulation in Blender is necessary. | ||
- | We will use Blender, but here is a [[3d_modeling: | ||
+ | The 3D files from the Structure scanner often have holes and unwanted geometry. After following this guide you'll get a watertight model that is ready for (colour) 3D printing. A basic understanding of mesh manipulation in Blender is necessary. | ||
+ | This guide uses Blender, but here is a [[3d_modeling: | ||
+ | |||
+ | |||
+ | ===== Open the file ===== | ||
+ | The structure scanner delivers the 3D object in 3 parts: | ||
+ | * '' | ||
+ | * '' | ||
+ | * '' | ||
+ | {{: | ||
+ | |||
+ | You only have to open the '' | ||
+ | * '' | ||
===== Setup the mesh ===== | ===== Setup the mesh ===== | ||
- | - Import the mesh. | ||
- Make the mesh active (yellow contour lines instead of orange) '' | - Make the mesh active (yellow contour lines instead of orange) '' | ||
- Right click on the mesh and select '' | - Right click on the mesh and select '' | ||
Line 35: | Line 45: | ||
- Hover the cursor over the mesh you want to keep and press '' | - Hover the cursor over the mesh you want to keep and press '' | ||
- Invert the selection: '' | - Invert the selection: '' | ||
- | - delete | + | - Delete |
{{: | {{: | ||
Line 43: | Line 53: | ||
The 3D scanner generates a mesh with messy topology. There are areas with very large faces, and others where there are lots of vertices crammed together. This creates visible stress points in the mesh. The relax function moves the vertices away from densely populated areas in order to be more equally distributed. Having the mesh relaxed will prevent a series of problems later on. This will change the shape of the mesh a little bit though. | The 3D scanner generates a mesh with messy topology. There are areas with very large faces, and others where there are lots of vertices crammed together. This creates visible stress points in the mesh. The relax function moves the vertices away from densely populated areas in order to be more equally distributed. Having the mesh relaxed will prevent a series of problems later on. This will change the shape of the mesh a little bit though. | ||
- | - select | + | - Select |
- Relax Vertices: '' | - Relax Vertices: '' | ||
{{: | {{: | ||
Line 81: | Line 91: | ||
- Scale down the selection in the UV editor and position it over a not yet textured area. | - Scale down the selection in the UV editor and position it over a not yet textured area. | ||
- Switch to the Texture Paint workspace, Select the clone brush and set the source for the brush '' | - Switch to the Texture Paint workspace, Select the clone brush and set the source for the brush '' | ||
+ | - After drawing **save the texture image(!)**. Otherwise you'll have to redo the work. | ||
{{: | {{: | ||
Line 102: | Line 113: | ||
Clean up dark spots by resetting the normal vectors: | Clean up dark spots by resetting the normal vectors: | ||
- | - go to Edit Mode | + | - Go to Edit Mode |
- | - select | + | - Select |
- '' | - '' | ||
- | - go back to object mode | + | - Go back to object mode |
{{: | {{: | ||
Line 114: | Line 125: | ||
This is more tedious, but it allows for better control over the shape . | This is more tedious, but it allows for better control over the shape . | ||
+ | |||
+ | {{: | ||
- With the edge vertices selected, go to '' | - With the edge vertices selected, go to '' | ||
Line 129: | Line 142: | ||
===== Normals ===== | ===== Normals ===== | ||
- | |||
- | <wrap hi>Maybe better after having a watertight object</ | ||
- Go to edit mode and select all vertices | - Go to edit mode and select all vertices | ||
- | - Recalculate normals: '' | + | - Recalculate normals: '' |
- | - **IMG** Show the face normals for a visual check. In Edit mode: '' | + | - If the visualisation lines are pointing inwards, select all vertices, '' |
- | - If the blue face normals | + | |
- | - **IMG** These spots are caused by split-normals that are stuck in the wrong direction. | + | |
- | - To fix this, select all vertices, '' | + | |
- | - **IMG** These problems are visually similar to the wrong facing split-normals, | + | {{: |
- | - If it's caused by vertices that are close to each other, run a [[https://docs.blender.org/ | + | Show the face normals for a visual check. In Edit mode: '' |
- | - If it's caused by a small overlap, Fix the geometry by merging some of the problematic vertices. Avoid having to make new faces, because then you'll have to redo the texture on that face. | + | |