Practice English Speaking&Listening with: Manual Scan Processing - Free Practice Project and Guide - Artec Studio 11 Tutorial

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Artec studio 11 has an excellent

autopilot feature, but there are some

cases where you may want to or need to

process things manually. I'll walk you

through that in this video. Let's switch

over to the Artec studio software. You'll

be able to see my software here as well

as my scan subject on this little

turntable. I'll be using the Artec Space

Spider today, although everything that

I'm doing also applies to Artec Eva

scans since the processing is the same

in the studio

no matter which scanner using. I also

have this manual processing guide that

you can follow along in. The first

thing you have to do of course is scan,

so let's get some scan data here. I'm

going to keep automatic base removal off

and enable real-time fusion. I'm not

going to get into all the ins and outs

of scanning in this video.

This is really just a video to walk you

through the manual process step-by-step.

As you're following along in the guide, the

guide does point out certain numbers and

tips and tricks that you can use while

you're processing things manually. I'm

going to get three scans of this object.

In addition to this manual processing

guide and this video that goes along with

it, you can look for our other videos

that give more in-depth information

about the specific steps that we're

going to cover in this in this video

here.

This is our last scan. We want a

complete object so I'm scanning it from

multiple angles.

Ok. So let's switch over to just the

software and the first step in that

manual processing guide was scanning so

we've done that. The next step is the

erase tool so if you enabled the

automatic base removal, this would be

gone already, but I wanted to just show a

little bit of the eraser tool.

Under editor over here on the left-hand

side just click that, it'll open up the

editing tab, and then click eraser.

Make sure over here on the right-hand

side that you've only selected the

object that you want to work on. I'm

actually going to come over here and

delete my fusions. Just selecting them

and hitting the Delete key because I don't

need those anymore.

That was just a preview while I was

scanning. All right so I'm going to use

the cut off plane selection tool. I'm

going to hold control over here and if I

hold control + shift + scroll, I can move my plane up and down

I'm going to do that to the other two.

Again going to the eraser, I have the

cutoff plane selection tool selected

there, and hold ctrl and when i move my

mouse my little selection circle pops up.

You can scroll up and down to make it

larger or smaller. Just going to paint a

little bit here. I like to paint a little

bit on both sides. It kind of helps it

average things. Scroll mouse wheel up

until i'm covering that base. Click erase

and then one more time.

Hold ctrl, paint a little bit there,

control paint a little bit there,

control + shift + scroll up a little bit

and erase.

Ok. So you can also use that eraser tool

to erase any other portions of the data

that you don't want in your final model.

So the next step after the eraser, after

editing, is the alignment. So I'm going to

come to my align tab here over on the

left.

I made sure on the right there in my

workspace that i selected all three

scans. I'm going to click the align button

over here on the left-hand side and then

i'm just going to use the auto alignment

here but we will have a video

on manual alignment so look for that as

well if you're looking for tips on how

to manually align your scans.

This auto alignment can really save you

a lot of time if you have a whole lot of

scans. There it is so we're all lined up.

I'm going to click apply in the bottom

left-hand side then i'm going to go back

to my tools tab here on the left-hand

side and the next step in the processing

guide is global registration. I'm going

to expand that. So on any of these

algorithms here you just click the

little button next to it to expand it so

you can change features here. I'm not

going to get into all the details here

but you want to leave these settings

alone most of the time and we're going

to do geometry only for this object. If I

scan something like a coffee cup where

there's hardly any geometry and everything

is very symmetrical but there was a

texture color pattern on the outside of

that cup or maybe you drew x marks all

over the object to help with tracking,

you would want to actually choose

texture and geometry know that does take

a little longer.

Again there's lots of tips and tricks in

the in that manual processing guide PDF

to help you along the way with all these

steps. Ok.

global registration is don. The next thing

we're going to do is outlier removal and

this is the next step in the processing guide.

Also notice that it does say

that it's for Space Spider scans. So you

don't really use outlier removal for the

Artec Eva. This is the only place where

it really differs. I am going to use it

for this scan though because it is a

Spider scan. What outlier removal does is

it's going to remove all this noise. See

all these spikes and these random noise

pieces just floating around? That can

ruin your small details so we want to

run outlier removal to get rid of those.

2 is that the standard that's the

default. You can, if you want something a

little less aggressive, you can set it to

3. That helps sometimes and you want

this resolution to be whatever

resolution you want your final fusion to

be at. So now that we're looking at

resolution here we come over here and

we're gonna look at this max error

column here. This is the best

possible resolution that I could put

over here in this in this resolution

field. So whatever you put here has

to be the same or higher than this

number over here in the max error column

and then for outlier removal this should

also be equal to whatever you want your

fusion to be later on. I'm going to

click apply and run that. A little note

over here, you won't get this if you're

running through this this project with

me here but every now and then you'll

get a warning over in this column. We

have a separate video for that where I'll show

you how to get in there and edit frames

if needed. You can manually move frames

around and remove things and make your

quality better if you need to.

Ok so outlier removal is done. Notice it

looks a lot cleaner. It removed most of

the spikes and things floating around

the object here.

The next thing we're going to do

is Fusion. So we have a couple

different fusions here again we will

have a separate video explaining all

those fusions. I'm going to use sharp

fusion for the Spider scans. You

actually use smooth fusion for most of

the Eva scans. I'm going to come over

here and I want my resolution to be

0.3. Looking at my max error over

here in the right hand column in my

workspace, I could give it a resolution

of 0.1, but it's not really needed

for this model and this is in

millimeters here. When I put 0.3,

that's 0.3mm millimeters resolution

I'm going to tell it to make

it watertight and click apply. That

option where there was a drop-down that

showed watertight that is what it's

going to do with the holes. It's going to

fill all holes in the scan in this case.

The other option is to fill

by radius so you can put in a number

value in millimeters and it will fill any

hole that size or smaller. The

third hole fill option under sharp

fusion is the manual hole filling where,

once it's done with the fusion, it will

take you over to a hole filling screen

where you click on the various holes and

fill in just what you need and leave the

rest.

Ok. So our fusion is done. The next step

in the guide is the small object filter.

You will want to run this after

every fusion. I'm going to say "leave the

largest object" and click apply. That

will leave the largest object in my

fusion. In this case it's very

obviously the largest thing and the only

thing I could see was the sumo model

itself. There could have been other

detached things floating around that I

couldn't really see.

Running small objects filter gets rid of

all of that. The other option there if

you have multiple pieces that you want

to keep but maybe you still want to

filter out small pieces of noise and

stuff that is detached,

you could say filter by

threshold and experiment with this

number right here. If it this number

gets rid of things that you wanted to

keep, you can press ctrl-z or click this

undo button up here, make your number

smaller, and try again. You can kind of

experiment with that small object filter

if you ever have a scan that's multiple

pieces and you want to just be careful

of what you're you're getting rid of.

Ok. So after small object filter,

you can come in and run a mesh

simplification. A lot of programs that

you would export to really can't

handle high polygon counts. If i come

over here in my workspace on the

right-hand side and if I if I

double-click on the fusion that was

created, i have about 579,000 polygons.

That might be fine for a lot of

programs if you're going into ZBrush

that's probably not a problem but you

know if you're going into certain CAD

programs they might not be able to

handle that high of a poly count.

We can actually reduce that

mesh. I'm going to use

fast mesh simplification here.

There are other options

pointed out in the guide and we'll also

have another video talking about mesh

simplification as well if you're

interested in the ins and outs of all

these all these different options here.

I'm going to just use fast mesh

simplification. I'm going to set it to

200,000 polygons and click apply.

Ok. So now if i come over here and

double click my fusion again, i'm

right at 200,000 polygons. Exactly where

I wanted to be. The next step here is

the edges tab. This really applies

more to something that has holes in it.

If you come over here to the edges

tab and if you see any anything

populated in this holes field, you can

select them and fill in the holes.

It doesn't really apply to this model,

but you can do that here. This is also

where you come in and smooth jagged

edges if you have an open model. We

don't have anything to do there, so I'll

just close that. You can you

can do a couple things here. So you can

either come in and you could edit your

model further there's some editing tools

that will go over in a different video

that you can edit things out you know

you could smooth out this line here you

could remove portions of the mesh. You

could do that. You could also just export

right now as is if you don't care about

color texture. You can go to file export

meshes and export this in any number of

mesh formats. We do want to apply

texture so this is where we would do

that. I'd come over here on the left hand

side and click the texture button. I'm

going to make sure my fusion is selected.

You might have multiple fusions

depending on what you're doing, so

just select the one that you want

to apply color to. Then down here

select the scans that you want to

apply the color data from. These are

the raw scans that we captured. Let's say

I knew that scan three had really bad

texture or for some reason didn't

want to use scan 3, I can just click scan

1, hold ctrl, click scan 2 and just

apply using those two. I want to

select all of them. I'm going to leave

all these settings at the default. This

works well for most things but you can

get in here and tweak things if you need

to. The texture

normalization option down here

in the bottom left evens everything

out. Since it's a handheld scanner,

sometimes you're closer sometimes you're

farther away from the model and that can

really give you lighter and darker

textures. Leave that checked.

There was an "inpaint missing

texture" option that I left checked as

well. If you're ever missing any texture

in your model it'll fill in that gap in

the texture based on what's around it.

When it's done applying the

texture, it gives you the option to

adjust the texture. This looks a

little dark. That tends to happen a lot

of times with the texture

normalization process so I'm going to

come in here and just adjust this a

little bit. There are some some

general numbers in that processing guide

that you can look at to help you adjust

things properly. That looks closer to

what I need right there. I'm going to

click apply in the bottom left corner

and that's my finished model. I can

now export in either let's say an stl

which is pretty standard but if i want

to carry color I'm going to export as an

obj. Any number of formats are available

for exporting and that's all there is to it

Those are the basics of manual

processing within Artec Studio 11.

Look for our other videos that cover

specific steps within that manual

process. Also, you can find scanner specs

and scan samples on our website

digitizeddesigns.com

The Description of Manual Scan Processing - Free Practice Project and Guide - Artec Studio 11 Tutorial