Concrete - Photogrammetry based Environment Texture

Another scan I processed to test the new way I use to generate final height map.
I am trying to utilise baked height map but I trim it down in Substance Designer with Color Equalizer node as much as it is needed to remove repetitiveness and when done I blend it together with Bent Normal based one.
So even when in crazy cases bent normal takes over the original one.. at least I have it under full control now.
In that case as this is the edge one with terrible height gradient across the texture I have lost a lot of baked height data .. but right now at least I know it works quite well.
I have updated my photogrammetry tutorial on gumroad (https://gum.co/YanD) with more info. It has 177 pages now and new substance file added. I also used that material as an example when recorded another short video tutorial (https://youtu.be/HMPZV_Se8W0). Tutorial was added into my tutorial section.

PBR tex preview

PBR tex preview

My photogrammetry worflow (all details can be found at: https://www.artstation.com/artwork/K0PYG)

My photogrammetry worflow (all details can be found at: https://www.artstation.com/artwork/K0PYG)

Source location

Source location

Color Calibration - Auto White Balance (camera's guess) vs Custom White Balance (reality).

Color Calibration - Auto White Balance (camera's guess) vs Custom White Balance (reality).

Photoscan preview - I used 97 images to reconstruct 53.5mln highpoly geometry. Focal length was set to 24mm to get better overlapping and speed up entire capture

Photoscan preview - I used 97 images to reconstruct 53.5mln highpoly geometry. Focal length was set to 24mm to get better overlapping and speed up entire capture

Zbrush - lowpoly over highpoly

Zbrush - lowpoly over highpoly

I have found that in many cases baked height maps tiles
very badly. This is the reason I decided to generate one
which is based on 'bent normal map' data. These problems with height map are noticeable especially
when dealing with flat surfaces.

I have found that in many cases baked height maps tiles
very badly. This is the reason I decided to generate one
which is based on 'bent normal map' data. These problems with height map are noticeable especially
when dealing with flat surfaces.

My new Graph - I modified the way I generate heightmap a bit and right now I am blending together baked heightmap with bent normal based. So far I get pretty decent results and have it under control.

My new Graph - I modified the way I generate heightmap a bit and right now I am blending together baked heightmap with bent normal based. So far I get pretty decent results and have it under control.

 I used that material as an example when I recorded another short video tutorial. It can be found in my tutorial section or accessed directly on youtube:
 https://youtu.be/HMPZV_Se8W0

I used that material as an example when I recorded another short video tutorial. It can be found in my tutorial section or accessed directly on youtube:
https://youtu.be/HMPZV_Se8W0