Render Gaussian Splatting in Blender - 3DGS Render Addon Quick Guide

00:23:03
https://www.youtube.com/watch?v=WUL73wQDtcE

Summary

TLDRIn deze tutorial wordt het proces van het importeren van een 3DGS-scan naar een render in Blender behandeld. De gebruiker leert hoe hij een scan kan importeren, de camera kan instellen, animaties kan maken en de kwaliteit van de render kan verbeteren door ongewenste punten te verwijderen. De tutorial biedt ook tips voor het renderen van animaties en het optimaliseren van de camera-instellingen voor betere resultaten.

Takeaways

  • 📦 Begin met het importeren van een 3DGS-scan.
  • 🔍 Gebruik wireframe-modus voor betere zichtbaarheid.
  • 🎥 Stel de camera in voor optimale framing.
  • 🗑️ Verwijder ongewenste floaters voor een schonere render.
  • ⚙️ Gebruik de camera call modifier om prestaties te verbeteren.
  • 🎞️ Render een enkele afbeelding voor een preview.
  • 📂 Controleer uitvoermapinstellingen voor renders.
  • 🔄 Pas de padding waarde aan om popping te verminderen.
  • 🖼️ Bekijk de render in de video-editor voor motion.
  • 🛠️ Besteed tijd aan het optimaliseren van de camera-instellingen.

Timeline

  • 00:00:00 - 00:05:00

    In deze tutorial wordt het proces van het importeren van een 3DGS-scan naar Blender besproken, met behulp van de 3DGS-render add-on van Ki Engine. De gebruiker importeert een scan van een houten sculptuur en past de instellingen aan om de weergave te optimaliseren, zoals het tonen van de scan als een puntwolk en het aanpassen van de camera-instellingen voor een betere compositie.

  • 00:05:00 - 00:10:00

    De gebruiker leert hoe hij de camera kan animeren en de weergave kan optimaliseren door het gebruik van de camera call-modifier. Dit helpt om onnodige punten buiten het camerabeeld te verbergen, waardoor de prestaties verbeteren. De gebruiker maakt keyframes voor de camera-positie en -rotatie om een vloeiende animatie te creëren.

  • 00:10:00 - 00:15:00

    Vervolgens wordt de kwaliteit van de weergave aangepast van lage naar hoge kwaliteit, en de gebruiker leert hoe hij een enkele afbeelding kan renderen om de resultaten te bekijken. Er wordt ook uitgelegd hoe de instellingen voor de renderkwaliteit kunnen worden aangepast om de prestaties te verbeteren zonder kwaliteitsverlies.

  • 00:15:00 - 00:23:03

    Tot slot wordt besproken hoe de gebruiker ongewenste punten kan verwijderen om de prestaties verder te verbeteren. De tutorial benadrukt het belang van het gebruik van de camera call-modifier en het handmatig verwijderen van floaters voor een schoner eindresultaat. De gebruiker wordt aangemoedigd om meer tijd te besteden aan het optimaliseren van de animatie en het schoonmaken van de scan.

Show more

Mind Map

Video Q&A

  • Wat is de 3DGS-render add-on?

    De 3DGS-render add-on is een hulpmiddel voor Blender dat het mogelijk maakt om 3DGS-scans te importeren en te renderen.

  • Hoe kan ik een 3DGS-scan importeren in Blender?

    Gebruik de optie '3DGS import' in de add-on en selecteer het .py-bestand van de scan.

  • Wat zijn floaters in 3DGS-scans?

    Floaters zijn ongewenste punten die in de lucht zweven en de kwaliteit van de render kunnen beïnvloeden.

  • Hoe kan ik de camera-instellingen optimaliseren?

    Gebruik de camera call modifier om alleen de punten binnen het cameraview te tonen en pas de padding waarde aan om popping te verminderen.

  • Wat moet ik doen om een animatie te renderen?

    Stel de tijdlijn in, selecteer 'render animatie' en kies de juiste uitvoermap.

View more video summaries

Get instant access to free YouTube video summaries powered by AI!
Subtitles
en
Auto Scroll:
  • 00:00:00
    in this quick guide tutorial I'll show
  • 00:00:02
    the full process of going from a 3dgs
  • 00:00:05
    scan to a finished render and blender
  • 00:00:08
    using the 3dgs render add-on by Ki
  • 00:00:11
    engine to find out how to use more
  • 00:00:14
    features of the add-on such as painting
  • 00:00:16
    or exporting check out the editing and
  • 00:00:19
    mesh to 3dgs Quick guides as well as the
  • 00:00:22
    full documentation
  • 00:00:24
    videos okay to get started we need a 3D
  • 00:00:28
    GS scan I'm using this amazing scan of a
  • 00:00:31
    wooden sculpture that was scanned by a k
  • 00:00:34
    engine user and was shared on the K
  • 00:00:37
    engine app homepage where you can find a
  • 00:00:40
    bunch of free
  • 00:00:41
    scans in the exported folder for the
  • 00:00:44
    scan I can find the scan as a py file
  • 00:00:48
    now in blender I have the add-on opened
  • 00:00:50
    and I'll go to
  • 00:00:52
    3dgs import import py as Splats I'm not
  • 00:00:57
    doing any crazy Shader animation so I'll
  • 00:01:00
    leave UV reset unchecked hit okay and
  • 00:01:04
    now I want to find my py file there it
  • 00:01:07
    is press import and wait okay now the
  • 00:01:11
    scan is imported and it's quite hard to
  • 00:01:14
    tell what's going on here so I'm going
  • 00:01:16
    to look in wireframe mode with shift
  • 00:01:19
    Z and I can see that this is incredibly
  • 00:01:23
    dense if I actually go to edit
  • 00:01:27
    preferences interface status bar and
  • 00:01:32
    scene statistics I can now see the
  • 00:01:35
    number of faces in the scene and I can
  • 00:01:37
    see that this model is made of
  • 00:01:39
    400,000 faces which is a lot so the best
  • 00:01:43
    thing to do it first is for this active
  • 00:01:47
    object I'm going to show it as a point
  • 00:01:50
    cloud and pressing Z I can go a material
  • 00:01:56
    preview okay with this model Now set as
  • 00:01:59
    a point cloud it's much easier to move
  • 00:02:01
    rotate adjust just to get into base
  • 00:02:05
    position so I can see that right now
  • 00:02:08
    it's actually flipped for the blender
  • 00:02:11
    axis so I'm going to
  • 00:02:14
    rotate on the
  • 00:02:16
    xaxis I'm going to look forward and I
  • 00:02:19
    can see that it's backwards so I'm going
  • 00:02:21
    to rotate on the
  • 00:02:24
    z-axis and it's a little bit offset from
  • 00:02:27
    the world origin so I'm going to move it
  • 00:02:31
    so that its base of the sculpture is at
  • 00:02:34
    the world origin and that is much nicer
  • 00:02:37
    to work with I'm going to add a
  • 00:02:40
    camera look through my camera move the
  • 00:02:43
    camera back along its own view with G
  • 00:02:48
    ZZ and pull
  • 00:02:51
    backwards and get a kind of nice framing
  • 00:02:54
    just so I can see what's going
  • 00:02:57
    on and now we have all these points
  • 00:03:00
    outside the camera that we don't
  • 00:03:03
    need and if I select the object and
  • 00:03:07
    enable camera updates we are going to be
  • 00:03:10
    updating all these faces that I don't
  • 00:03:13
    care about which is going to slow things
  • 00:03:15
    down
  • 00:03:16
    massively
  • 00:03:18
    so I'm actually going to go to show as a
  • 00:03:20
    point Cloud again go to the
  • 00:03:23
    modifiers and add a camera call modifier
  • 00:03:27
    with the plus
  • 00:03:28
    icon and now we're only seeing points
  • 00:03:31
    that matter to us now if I find this
  • 00:03:34
    padlock icon in the 3D
  • 00:03:37
    viewport and I press it when I look
  • 00:03:40
    around I'll actually be looking through
  • 00:03:43
    my
  • 00:03:44
    camera and my camera will move as I look
  • 00:03:47
    around the
  • 00:03:48
    scene and because we have the camera
  • 00:03:51
    calling modifier enabled we'll be
  • 00:03:54
    getting rid of any points outside the
  • 00:03:56
    camera view so to create a quick
  • 00:03:59
    animation I'm going to set up my camera
  • 00:04:02
    animation while using the camera call
  • 00:04:04
    modifier and while looking at my model
  • 00:04:07
    as points so I'll find an okay starting
  • 00:04:10
    position and as I scroll backwards and
  • 00:04:14
    move my camera backwards I can see that
  • 00:04:16
    we've got some points floating in front
  • 00:04:20
    of the camera if I actually see what
  • 00:04:22
    this looks like as faces it looks kind
  • 00:04:26
    of blurry kind of hazy and these are
  • 00:04:29
    sometimes called floaters in the 3dgs
  • 00:04:32
    community if I go back to showing as a
  • 00:04:35
    point cloud and I turn the lock icon off
  • 00:04:40
    so I can exit the camera
  • 00:04:42
    view I can see that there's a few points
  • 00:04:45
    sitting right in front of the
  • 00:04:48
    camera and there are even some points
  • 00:04:51
    surrounding our statue here but I'm not
  • 00:04:54
    going to worry about them for now these
  • 00:04:57
    points right in front of the camera I
  • 00:04:59
    get rid of with the camera call modifier
  • 00:05:02
    if I go to closer than and change the
  • 00:05:05
    closer than threshold this will remove
  • 00:05:08
    points closer than this distance from
  • 00:05:11
    the
  • 00:05:12
    camera as I bring the distance up we can
  • 00:05:16
    see those points disappear let's see
  • 00:05:18
    what that looks like as faces
  • 00:05:22
    again and if we didn't remove faces
  • 00:05:24
    closer then we can see it's much more
  • 00:05:27
    hazy we can also see some haze around
  • 00:05:30
    the object
  • 00:05:31
    itself however we're currently if I
  • 00:05:35
    check HQ lq mode we're currently using
  • 00:05:39
    lq mode diver Alpha this is the mode I
  • 00:05:43
    like to use while I'm working in the
  • 00:05:45
    viewport but for final renders I'll
  • 00:05:48
    switch to HQ mode and I can see that
  • 00:05:51
    makes things much cleaner as they would
  • 00:05:54
    be expected in a regular 3dgs viewer or
  • 00:05:58
    editor while working I'm going to flip
  • 00:06:00
    back to lq mode and while animating my
  • 00:06:04
    camera I'm going to continue to show as
  • 00:06:07
    a point Cloud I can see my timeline at
  • 00:06:11
    the bottom of the screen here and I'm
  • 00:06:13
    going to select my
  • 00:06:15
    camera I can see in the camera's
  • 00:06:18
    transforms that I can add a key frame
  • 00:06:21
    for the camera's
  • 00:06:23
    location and rotation by hovering over a
  • 00:06:27
    value and pressing I and I can see that
  • 00:06:30
    that key frame is on the timeline here
  • 00:06:33
    if I move to the end of the timeline I
  • 00:06:36
    can use shift and right
  • 00:06:38
    arrow I can now move the camera I could
  • 00:06:41
    manually place the camera or again I can
  • 00:06:44
    use the lock icon to move the camera as
  • 00:06:48
    I navigate the
  • 00:06:50
    viewport I'll move to find another angle
  • 00:06:53
    that I
  • 00:06:58
    like and when I think I'm happy I'll
  • 00:07:01
    select the camera again and I can again
  • 00:07:04
    key frame the location and rotation of
  • 00:07:06
    the camera if I scroll through the
  • 00:07:09
    timeline I can check out the camera move
  • 00:07:13
    and I can see that blender is
  • 00:07:14
    automatically
  • 00:07:16
    interpolating between this first
  • 00:07:18
    position and last position and in the
  • 00:07:21
    middle it gets kind of lost you can
  • 00:07:23
    spend more time setting up a good camera
  • 00:07:25
    animation but I'm going to do a quick
  • 00:07:28
    hack which is to jump
  • 00:07:30
    to the middle between our two key frames
  • 00:07:33
    and then reposition and reframe the
  • 00:07:38
    camera and again hovering my mouse over
  • 00:07:42
    the location values pressing I hovering
  • 00:07:45
    my mouse over the rotation values
  • 00:07:47
    pressing I we have some new key frames
  • 00:07:49
    here let's again scroll through the
  • 00:07:54
    timeline and we can see that the
  • 00:07:57
    sculpture stays in frame for the dur
  • 00:07:59
    ation of the camera
  • 00:08:02
    animation I'm happy with my camera move
  • 00:08:04
    but you should spend some more time on
  • 00:08:06
    it I'm going to keep my camera locked to
  • 00:08:09
    The View with the padlock now if I look
  • 00:08:12
    around the
  • 00:08:14
    scene I can still look around nicely but
  • 00:08:17
    because the camera animation is key
  • 00:08:19
    framed if at any point I change frame or
  • 00:08:24
    press
  • 00:08:25
    play the camera will jump back into its
  • 00:08:28
    key frame
  • 00:08:29
    position if I look from the top and then
  • 00:08:33
    I press play we jump back into the
  • 00:08:35
    animation I'll keep the camera locked to
  • 00:08:38
    the current view just to make it easier
  • 00:08:41
    to look around our scene and to call the
  • 00:08:44
    points outside of the camera
  • 00:08:48
    bounds now I want to see how this looks
  • 00:08:51
    with faces as a regular 3dgs scene back
  • 00:08:56
    in the add-on I'm going to go to the the
  • 00:08:59
    active object with the object selected
  • 00:09:02
    and change from show as a point Cloud to
  • 00:09:06
    enable camera
  • 00:09:09
    updates now everything has turned into
  • 00:09:12
    faces but it's not looking good that's
  • 00:09:15
    because we need all of these faces to be
  • 00:09:18
    rotated and
  • 00:09:20
    scaled relative to the camera's current
  • 00:09:23
    view so we could do this by using the
  • 00:09:26
    scene controls or by man ually clicking
  • 00:09:30
    update all the view but a much better
  • 00:09:33
    way is to use active camera we need to
  • 00:09:37
    have an active camera in the scene to do
  • 00:09:39
    this we do have an active camera we're
  • 00:09:42
    looking for it right now so I'm going to
  • 00:09:44
    click use active
  • 00:09:47
    camera now whenever the camera moves the
  • 00:09:51
    faces of the model will move to follow
  • 00:09:54
    the camera
  • 00:09:57
    movement and I can jump through parts of
  • 00:10:00
    my timeline to check that everything's
  • 00:10:02
    looking
  • 00:10:04
    okay and remember that we are currently
  • 00:10:07
    using the lq lower quality divert Alpha
  • 00:10:12
    for this material let's check out the HQ
  • 00:10:15
    mode and if you notice there's a warning
  • 00:10:18
    about using samples with lq and HQ mode
  • 00:10:22
    HQ mode you can often use one
  • 00:10:26
    sample our viewport samples right now
  • 00:10:28
    are at 16 and render is at 64 which is
  • 00:10:32
    the default for a blender let's try
  • 00:10:34
    changing both of these to
  • 00:10:37
    one and there's no degradation in
  • 00:10:40
    quality because we're not using Shadows
  • 00:10:42
    or reacting to light this is a shadeless
  • 00:10:46
    material right now as you can see in the
  • 00:10:48
    color tab so if you port and render
  • 00:10:51
    samples at one let's try skipping
  • 00:10:54
    through the timeline
  • 00:10:59
    everything is looking good I want to
  • 00:11:01
    render a single frame to get a preview
  • 00:11:05
    of whether or not it's time to render my
  • 00:11:07
    full animation I can do that from the
  • 00:11:09
    standard blender render panel or using
  • 00:11:13
    F12 or I can render
  • 00:11:16
    offline from the render menu in the
  • 00:11:20
    add-on I can see that my current view
  • 00:11:23
    transform isn't set to standard which is
  • 00:11:26
    expected by 3dgs scans let's try
  • 00:11:29
    standard and I can see that the colors
  • 00:11:31
    are more representative of the raw scan
  • 00:11:33
    itself for a little bit of style I might
  • 00:11:36
    adjust the look to be a bit more
  • 00:11:38
    contrasty and I can see that my render
  • 00:11:40
    samples are one I'm going to try
  • 00:11:43
    rendering a PNG because we need an image
  • 00:11:47
    format for the offline render and I'm
  • 00:11:49
    going to check my output
  • 00:11:51
    settings currently I'm rendering to my
  • 00:11:54
    temp directory which is fine for this
  • 00:11:56
    test and I'm going to alt shift click
  • 00:11:59
    this folder to open the folder here's
  • 00:12:01
    some previous renders and I'm going to
  • 00:12:04
    press render image a warning will pop up
  • 00:12:07
    telling me that all objects will be now
  • 00:12:10
    using the active camera which this is
  • 00:12:13
    already set to if I want to cancel
  • 00:12:15
    rendering at any time I need to force
  • 00:12:17
    close blender since rendering is done
  • 00:12:19
    offline and I hit okay and looking in
  • 00:12:23
    the folder directory I can see that that
  • 00:12:26
    was very fast and let's check this
  • 00:12:30
    image and it looks great okay now let's
  • 00:12:33
    see what would happen if I wanted to
  • 00:12:35
    render an animation my timeline is
  • 00:12:37
    currently set to 250 frames and that's
  • 00:12:41
    not good for previewing so I'm just
  • 00:12:43
    going to change this quickly to five
  • 00:12:46
    frames and press render
  • 00:12:49
    animation and hit okay and then keep an
  • 00:12:53
    eye on my output folder and I can see
  • 00:12:55
    that very quickly the folder is
  • 00:12:57
    populating with my new frames and since
  • 00:13:00
    I'm using my temp folder my old renders
  • 00:13:04
    actually were overwritten now let's
  • 00:13:06
    check each of these pictures to make
  • 00:13:09
    sure that everything's rendering
  • 00:13:12
    nicely they all look
  • 00:13:14
    good right now I can see that the camera
  • 00:13:17
    bounds are actually extended outside my
  • 00:13:20
    viewport too much and if my camera is
  • 00:13:24
    locked with the padlock and I try to
  • 00:13:26
    shrink my camera bounds I'm just moving
  • 00:13:29
    the camera if you want to reframe your
  • 00:13:33
    camera bounds unlock the
  • 00:13:36
    camera scroll back so you're changing
  • 00:13:39
    the actual viewport position not the
  • 00:13:42
    camera and then relog the camera so you
  • 00:13:45
    are now navigating through the camera
  • 00:13:49
    view since I'm happy with my preview
  • 00:13:52
    renders I've changed my timeline back to
  • 00:13:55
    250 frames I'm going to keep my temp
  • 00:13:59
    directory but you might want to choose
  • 00:14:00
    somewhere safer I'm going to press
  • 00:14:03
    render
  • 00:14:04
    animation press okay and the blender
  • 00:14:07
    viewport will freeze and I will see the
  • 00:14:11
    folder being populated by my renders as
  • 00:14:14
    soon as this is done the blender
  • 00:14:16
    viewport will become responsive again
  • 00:14:18
    and you can use your renders As You Wish
  • 00:14:21
    now that the render is done I can bring
  • 00:14:23
    it into blender's Video Editor to check
  • 00:14:26
    it out in motion if I click a plus icon
  • 00:14:29
    at the top of blender find video editing
  • 00:14:33
    and video
  • 00:14:35
    editing I can now drag and drop my image
  • 00:14:39
    sequence onto this timeline
  • 00:14:44
    here the render looks quite nice but I
  • 00:14:47
    can see that there's some popping on the
  • 00:14:50
    borders where Splats are disappearing or
  • 00:14:54
    entering the frame if you keep an eye on
  • 00:14:58
    the side bard here we can see it clearly
  • 00:15:01
    right
  • 00:15:05
    here this is due to the effects of the
  • 00:15:08
    camera call modifier removing Splats as
  • 00:15:11
    soon as they exit the frame you can try
  • 00:15:13
    and fix this by selecting your object
  • 00:15:17
    going to the modifiers tab going to the
  • 00:15:20
    camera call modifier and playing with
  • 00:15:21
    the padding value this is currently set
  • 00:15:24
    to zero and if I watch the bounds of my
  • 00:15:27
    frame let's set this to 0.1 I can see
  • 00:15:31
    that we've got some more room here and
  • 00:15:33
    that popping that we noticed those
  • 00:15:36
    suddenly disappearing oring Splats
  • 00:15:39
    should be happening outside the camera
  • 00:15:41
    bounds let's watch this area right here
  • 00:15:44
    where we saw it before and we can see
  • 00:15:47
    that inside the camera view looks much
  • 00:15:49
    better and outside we see that appearing
  • 00:15:52
    or disappearing for each scene you can
  • 00:15:54
    play with different values sometimes a
  • 00:15:57
    value of zero is okay sometimes you need
  • 00:15:59
    to go higher just to be safe I'm going
  • 00:16:02
    to up this to0 2 and just a word of
  • 00:16:06
    warning before rendering make sure to
  • 00:16:09
    clear your video editor or when you
  • 00:16:12
    render you may actually be rendering the
  • 00:16:14
    output from the video editor not your 3D
  • 00:16:17
    viewport so I'm going to
  • 00:16:19
    delete this and reender my animation
  • 00:16:24
    okay my new render is done so I'm going
  • 00:16:27
    to drag this New Image
  • 00:16:30
    sequence under the video
  • 00:16:33
    editor and I'm going to hide my object
  • 00:16:36
    in the viewport to make the video editor
  • 00:16:39
    speed up a
  • 00:16:40
    bit and play things
  • 00:16:43
    back and I can see that the borders are
  • 00:16:46
    looking much
  • 00:16:47
    better that is the basic quick version
  • 00:16:49
    of this tutorial if you want to get even
  • 00:16:52
    better results and you want to clean up
  • 00:16:54
    some of the fogginess and smokiness you
  • 00:16:57
    can see around our main focus you can
  • 00:17:00
    see some right here you can actually try
  • 00:17:02
    and edit some of these
  • 00:17:05
    floaters and to make viewport
  • 00:17:07
    performance even better I can just
  • 00:17:10
    delete points that I never want to use
  • 00:17:13
    without relying on the camera call
  • 00:17:15
    modifier I can do that by quickly going
  • 00:17:18
    to modifiers disabling camera call and
  • 00:17:22
    now I can see all the points again now
  • 00:17:26
    if I have my object selected and I go to
  • 00:17:28
    edit
  • 00:17:30
    mode I may have to wait since this is
  • 00:17:33
    such a big scan I'm going to go to
  • 00:17:35
    wireframe mode with shift
  • 00:17:39
    Z and I'm going to
  • 00:17:42
    select everything within my camera
  • 00:17:45
    bounds I'm in vertices mode so any
  • 00:17:48
    verticy within the camera bounds I'll be
  • 00:17:50
    selecting and I'll actually select a
  • 00:17:53
    little bit outside the camera
  • 00:17:55
    bounds then I'm going to move my
  • 00:17:57
    timeline to another
  • 00:18:00
    position hold shift so I keep my current
  • 00:18:04
    selection and select the camera bounds
  • 00:18:08
    again and now I'm going to scroll
  • 00:18:10
    through the viewport through the
  • 00:18:12
    timeline animation and find any moments
  • 00:18:16
    that I don't have what is in the camera
  • 00:18:19
    view
  • 00:18:21
    selected I can see now here I'm starting
  • 00:18:24
    to see some things that are not selected
  • 00:18:27
    so I'm going to select the these within
  • 00:18:29
    the camera bounds move a little bit more
  • 00:18:33
    again select the camera
  • 00:18:35
    bounds and now one quick check scrub
  • 00:18:38
    through my timeline to make sure that
  • 00:18:41
    everything we're seeing within the
  • 00:18:42
    camera is
  • 00:18:45
    selected and now if I check we can see
  • 00:18:48
    that anything that is unselected is
  • 00:18:51
    never used by my animation and that is a
  • 00:18:54
    huge amount of points I currently have
  • 00:18:58
    single vertices selected and in some
  • 00:19:01
    cases I may have selected only one
  • 00:19:03
    verticy of a face and I want to make
  • 00:19:06
    sure I'm making full face selections so
  • 00:19:09
    I can do that by pressing control and
  • 00:19:12
    plus on my numpad so that we are
  • 00:19:15
    selecting full
  • 00:19:17
    faces if I press controll I I have
  • 00:19:21
    inverted my selection and I can press X
  • 00:19:24
    to delete these faces let's have a look
  • 00:19:27
    at our animation again see if anything
  • 00:19:29
    is being removed that we don't
  • 00:19:32
    want I'm going to exit edit mode go into
  • 00:19:35
    object
  • 00:19:39
    mode and I can already see that
  • 00:19:42
    scrubbing through the timeline is much
  • 00:19:44
    faster and I can't see any glaring
  • 00:19:46
    errors where I've removed too many faces
  • 00:19:49
    now we can also spend a little bit of
  • 00:19:52
    time trying to remove some of the
  • 00:19:54
    floaters around our main subject if I go
  • 00:19:57
    back to edit mode I'll go to top
  • 00:20:00
    view I'll go to wireframe with shift Z
  • 00:20:03
    and press C to go into Circle select and
  • 00:20:07
    use my scroll wheel to change the size
  • 00:20:09
    of my selection and I'm going to select
  • 00:20:13
    most of the points within the center of
  • 00:20:16
    the object then I'll press croll I to
  • 00:20:20
    invert that selection press h to hide
  • 00:20:23
    all the background
  • 00:20:26
    points and I can see now in r Ed mode I
  • 00:20:30
    can turn off overlays with this button
  • 00:20:33
    or with shift alt Z and I can see that
  • 00:20:37
    all of these faces here are floaters
  • 00:20:40
    which are very common on interior scans
  • 00:20:44
    I'll turn my overlays back on and I can
  • 00:20:49
    start to select these points either in
  • 00:20:52
    wireframe
  • 00:20:54
    mode or if I'm looking in rendered View
  • 00:20:58
    and I don't need to select the full face
  • 00:21:00
    I just want at least a verticy of each
  • 00:21:02
    face
  • 00:21:04
    selected and I can clearly tell by the
  • 00:21:07
    dense outline of my main subject which
  • 00:21:11
    of these points are floaters a very fast
  • 00:21:13
    way to do this is to press c key again
  • 00:21:16
    change the size of my select with the
  • 00:21:18
    scroll wheel and just paint my
  • 00:21:23
    selection at any point I can make sure
  • 00:21:26
    that these vertices selections turn in
  • 00:21:28
    the full faces like this face here by
  • 00:21:31
    pressing
  • 00:21:32
    control+ I have full faces selected
  • 00:21:36
    pressing X to delete those
  • 00:21:38
    faces that's already much cleaner I'll
  • 00:21:41
    keep going a little bit making sure that
  • 00:21:44
    this outline looks very neat and
  • 00:21:49
    tidy as you can see now the center of
  • 00:21:52
    the scan and the points surrounding the
  • 00:21:54
    main focus are much cleaner and I can
  • 00:21:57
    see that from almost all
  • 00:22:00
    angles but we disabled the camera call
  • 00:22:04
    modifier and removed a lot of points
  • 00:22:06
    manually which is great for
  • 00:22:08
    performance but now we still have points
  • 00:22:11
    outside our camera bounds that sometimes
  • 00:22:14
    are useful for the
  • 00:22:15
    animation sometimes are not seen so I'm
  • 00:22:18
    going to reenable the camera call
  • 00:22:20
    modifier this was a super condensed
  • 00:22:23
    workflow for creating a render but it's
  • 00:22:26
    perfect if you want to do something
  • 00:22:27
    quick and get results like this you can
  • 00:22:30
    always spend more time cleaning up
  • 00:22:32
    floaters and Abstract points you can
  • 00:22:35
    also use the point Cloud workflow to
  • 00:22:38
    edit points and then move in editing
  • 00:22:40
    faces with the 3dgs workflow I'll show
  • 00:22:44
    that in the editing quick guide if you
  • 00:22:46
    want to make your own scans check out
  • 00:22:48
    the Ki engine app or you can check out
  • 00:22:51
    the homepage on the K engine app to grab
  • 00:22:54
    some free scans like this one
Tags
  • 3DGS
  • Blender
  • renderen
  • animatie
  • camera-instellingen
  • floaters
  • importeren
  • tutorial
  • Ki Engine
  • scans