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