Rock - Photogrammetry based Environment Texture

Another rock surface I turned into tileable PBR material. I used the same shadow removal technique as before but with slightly different setting as I plugged Transformation node directly to baked albedo. Also since dark spots were not totally black I had enough information from equaliser node to play with, it means information from 2D Transform node was blended just in about 25%.
More details can be found on the video I made: https://youtu.be/6pyK57fbF8c
Since area I was trying to capture was quite high and hard to access, I set the focal length to 135mm and took 105 images from the distance. Since I used tripod for stabilisation images were sharp enough.
For seam removal I used artomatix. It is amazing how well it tiles the height map.

This is my photogrammetry workflow - still experimenting with 'Artomatix' and replaced Photoscan with Metashape (more details regarding to my workflow at: https://www.artstation.com/artwork/K0PYG)

This is my photogrammetry workflow - still experimenting with 'Artomatix' and replaced Photoscan with Metashape (more details regarding to my workflow at: https://www.artstation.com/artwork/K0PYG)

Source location - to avoid direct light I picked the surface hidden in a shadow. This cliff also gave me cover for the camera. As I decided to shot from the distance I set camera focal length to 135mm for this case

Source location - to avoid direct light I picked the surface hidden in a shadow. This cliff also gave me cover for the camera. As I decided to shot from the distance I set camera focal length to 135mm for this case

Source location - I captured the area marked with green frame.

Source location - I captured the area marked with green frame.

Surface details -image taken with ruler used as a scale reference.

Surface details -image taken with ruler used as a scale reference.

The reference image with the Color Checker included - used to calibrate color and tweak white balance in PhotoLab2. Adding this shot here as might be useful also for those who build materials in substance to pick color values if needed

The reference image with the Color Checker included - used to calibrate color and tweak white balance in PhotoLab2. Adding this shot here as might be useful also for those who build materials in substance to pick color values if needed

I used Metashape for reconstruction. Based on 109 images I generated  67mln  poly dense highpolky model

I used Metashape for reconstruction. Based on 109 images I generated 67mln poly dense highpolky model

Next I used Zbrush to create lowpoly model for baking

Next I used Zbrush to create lowpoly model for baking

I used Substance Designer for baking but after the last update I wasn't able to bake AO, thicnkess and bent normal maps while height, color and normal were fine. Workaround given by 'allegorithmic tech support' was to disable 'Nvidia OPTIX' in preferences

I used Substance Designer for baking but after the last update I wasn't able to bake AO, thicnkess and bent normal maps while height, color and normal were fine. Workaround given by 'allegorithmic tech support' was to disable 'Nvidia OPTIX' in preferences

I tiled and tweaked the texture using Artomatix AI.

I tiled and tweaked the texture using Artomatix AI.

I removed shadow using my new technique: https://youtu.be/6pyK57fbF8c

I removed shadow using my new technique: https://youtu.be/6pyK57fbF8c