Soft Linen Cotton - Photometric Stereo based PBR Material

Another scan I made experimenting with photometric stereo technique. THis is 'Soft Linen Cotton Silver' material which is composed of: Viscose 49%, Cotton 24%, Linen 17%, Modal 10%.
I captured it twice, one with slim light and one with a point/flash light and picked the one which gave me the better material which was the one based on slim light based illumination. Reconstruction was based on 25 images preprocessed with the PhotoLab and processed with 'Details Capture's' photometric stereo algorithm. I also processed with Unity ArtEngine but since its limited just to 16 images, the result was worse. I didnt even try to use Substance products as at this stage they don't stand a chance. Focus area was 4cm, where I used 5mm large chrome ball to automate further image alignment. Seams were removed with AI based Unity ArtEngine tool. At the end I polished the material with the Affinity Photo. Didnt use any cross polarisation for this one.
More workflow details are available on my youtube channel in this video:
https://youtu.be/7YGd3bcO_Ys
Cheers!

4x tiling preview

4x tiling preview

PBR preview: Albedo / Normal / Height / Roughness / Ambient Occlusion

PBR preview: Albedo / Normal / Height / Roughness / Ambient Occlusion

Source sample with the 4cm ruler used as a scale reference and 5mm chrome sphere for light source direction auto detection

Source sample with the 4cm ruler used as a scale reference and 5mm chrome sphere for light source direction auto detection

Setup I used to capture this material

Setup I used to capture this material

Setup I used to capture this material - with LC500 slim light in better view :)

Setup I used to capture this material - with LC500 slim light in better view :)

Details Capture in action - photometric stereo reconstruction based on 25 images.

Details Capture in action - photometric stereo reconstruction based on 25 images.

Unity ArtEngine used to remove seam and generate missing maps - roughness and ambient occlusion

Unity ArtEngine used to remove seam and generate missing maps - roughness and ambient occlusion

Source material - 12cm field of view

Source material - 12cm field of view

Source material - 4mm field of view

Source material - 4mm field of view

Source material - 1mm field of view - this magnification level is really hard to capture and I really did my best to have it done.

Source material - 1mm field of view - this magnification level is really hard to capture and I really did my best to have it done.

Source material - 4mm field of view seen in ultraviolet spectrum (365nm) which is out of range visible for human eye. More on the subject in my incoming video :)

Source material - 4mm field of view seen in ultraviolet spectrum (365nm) which is out of range visible for human eye. More on the subject in my incoming video :)