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AUTODESK

REMAKE
GETTING STARTED
GUIDE
v.01 May
2016

selamat datang di
Autodesk ReMake!
Autodesk ReMake menghubungkan dunia sensor yang dapat menangkap dan mendigitalkan
dunia nyata dengan dunia baru yang berani dari desain digital, fabrikasi digital dan
pengalaman virtual.

Jika Anda tertarik untuk mendigitalkan dunia nyata dan menciptakan aset untuk salah
satu dari berikut: pengarsipan, pengajaran, desain, rekayasa, pengalaman virtual
seperti AR / VR, games, film berbagi di web atau untuk fabrikasi digital (CNC, 3D
printing), maka remake adalah untuk Anda

Autodesk ReMake

Dengan Remake Anda dapat melakukan hal berikut:

CREATE 3D mesh models from photos, Dan segera dari setiap sensor
seperti cahaya atau laser yang scan terstruktur.

IMPORT setiap 3D yang sudah dihasilkan jala-jala dari solusi realitas lain,
dari software scanner atau dari CAD / aplikasi pemodelan

.
PREPARE/OPTIMIfZE 3D model untuk digunakan lebih lanjut hilir (bersih,
memperbaiki, memahat, mengedit, retopo, mengoptimalkan, membandingkan, ekspor atau
mempublikasikan)

Autodesk ReMake

PUBLISH model untuk 3D viewing interaktif online, dengan kemungkinan untuk


mengirim ke orang lain melalui hyperlink atau menanamkan mereka di situs web dengan
kode HTML.

EXPORT di FBX, OBJ, OBJ (quads) dan format file ply mesh untuk desain dan
rekayasa lanjut alur kerja di Autodesk Fusion360 atau produk desain / engineering
lainnya, di AR / solusi VR atau lebih
digunakan dalam aplikasi pemodelan seperti Autodesk 3ds Max , Maya atau Mudbox,
Zbrush, Blender dll

What makes Autodesk ReMake unique?


ReMake aims to solve two big challenges:

SCALE to large audience of users:


o By SIMPLIFYING a complex, multi-software workfow into one
single app that is unprecedented ease to learn and use
o By ELIMINATING the need for very high end computers, thanks to
its use of the cloud processing for the computationally intense part of
the process

SCALE to Large mesh models: Ofer scalable solution to handle high


definition huge meshes that are a usual result when creating meshes from
diferent sensor input. (Meshes can be as big as multibillion polygons).
ReMake can do that with state-of-the-art powerful mesh streaming engine
that is built from ground up specifically for Reality workfows
So, lets dive in!

This guide should give you the basics and some tip

Perhatikan bahwa ada banyak video untuk mendukung beberapa fitur dan alur kerja yang
dijelaskan dalam panduan ini. Beberapa link dari sini, tapi pastikan Anda berlangganan
ke saluran Autodesk remake youtube untuk mendapatkan pemberitahuan bila video baru
yang tersedia.

Daftar isi
isi
SOFTWARE SET UP: Desktop and Cloud?
.................................................................................................................. 4
INSTALL and START
...................................................................................................................................................
.4
THE DASHBOARD
...................................................................................................................................................
.... 5
CREATE 3D FROM
PHOTOS......................................................................................................................................
.. 7
LOAD/OPEN
(IMPORT).....................................................................................................................................
........ 13
THE
EDITOR.......................................................................................................................................
....................... 17
NAVIGATION ...............................................................................................................................
............................. 19
DISPLAY CONTROLS
.................................................................................................................................................
22
SELECTION
METHODS...................................................................................................................................
........... 23
MODEL SETTINGS
TOOLS.........................................................................................................................................
26
EDITIING TOOLS
...................................................................................................................................................
.... 28
RETOPOLOGIZE TOOLS
............................................................................................................................................ 33

ANALYZE
TOOLS.........................................................................................................................................
.............. 35
3D PRINTING
...................................................................................................................................................
......... 37
EXPORT ......................................................................................................................................
.............................. 38
PUBLISH ONLINE
...................................................................................................................................................
... 42
REMAKE SHORTCUTS TABLE
................................................................................................................................... 44
SYSTEM REQUIREMENTS
......................................................................................................................................... 45
FREE vs
PAY.............................................................................................................................................
................. 47
HOW TO TAKE GOOD PHOTOS FOR 3D RECONSTRUCTIONS?
................................................................................ 48

SOFTWARE SET UP: Desktop and Cloud?


Software
setup:
Desktop + Cloud
ReMake is what we call a cloud enabled desktop application. This means there are
tools in ReMake that require no connection to the Internet, and some that require
Internet as they use the power of the cloud to perform heavy calculations,
eliminating the need to own a really strong computer.
What
happens
in
the
Desktop app?
Everything starts in the desktop app. You first install ReMake as a desktop app.
From here you can:
Create 3D from photos by either sending the photos to the cloud (the Online
processing option which is recommended) or make 3D from photos using the
local computer ( this is the offline option that requires a really strong
computer)
import 3d models
You can then further clean up, fix, edit or optimize so that you can than
export or publish them. All operations to clean, fix, edit, scale, make dif
analysis, prep for 3d printing, make videos, high res imagery and export to
various file formats for diferent downstream workfows, and happens offline,
without a need for the cloud.
What operations happen on the cloud?
There are two main workfows in which you would need to be connected to the
internet:
Creating 3D from photos.
Publishing 3D models to an online Gallery for interactive viewing, to share
online or embed on a website. See examples here:
https://remake.autodesk.com/gallery .
Both require an Autodesk login that you can get for Free here
https://accounts.autodesk.com/register. With that free Autodesk account, you will
also get free 5Gb storage on 360.autodesk.com that Remake uses in the
background to upload the photos, so that our online algorithms can convert to 3D
and then to temporarily place that mesh for download and use in ReMake.

INSTALL and START


To download ReMake, you go to http://ReMake.autodesk.com. After the installation, when
you start ReMake double clicking on the Application icon, you will first see the Start-up
Screen

Startup screen
The Startup screen welcomes you to the product and ofers some useful links to get new
users started.
From here you can start your Trial period (click on Activate and select Trial), link directly to
the ReMake web site, access training and learning materials, get instruction on the basic
mouse controls, etc.

You can turn of the automatic loading of the Start-up screen by not checking the Show
this at start up. If you did turn it off, you can always find the same screen in the Help
menu marked with a question mark sign ? at the top left of the application screen.
Start to use ReMake
ReMake has two main tabs: Dashboard and Editor
You can switch between them in the header bar of the application.

THE DASHBOARD
Understanding the Dashboard UI and workflow overview
The Dashboard is where you will usually start your work in ReMake, be it to create 3D from
photos OR to work
on an imported or already generated mesh from ReMake or other sources.

The
Dashboard has 3 sections:
Create 3D

This is where you start to create 3D from photos. After having taken
photos you click on
Create 3D where you will be prompted to select the photos that will
then be converted into 3D models online or locally on your computer (
your choice, see Create 3D section)
My Computer Here you can import any mesh type or open a mesh that you already
worked on. If you
want to open/import a mesh, you use the Load a model from where
you navigate on your computer and find a 3D model file that you wish
to work on further. The files can be previously generated .RCM (ReMake
models) or mesh model generated elsewhere, as long as they are in one
of the following file formats .FBX, .OBJ, .STL or .PLY
All models that have been once opened in ReMake will be displayed as
in this
My Cloud drive thumbnails
This is a space
that links to your 360.autodesk.com storage and displays
whats in it. This
section enables you to:
Visualize which projects are on the cloud.
Browse your A360 drive to view and manage your projects (original
photos and 3d models generated from them) that are automatically
saved on the A360 cloud drive.
Empty your trash bin this actually is quite important. The storage
has a limit in
space and if you dont manage the space (delete old projects) and
happen to not have
enough free space, you might get errors during mesh creation as
our online algorithms will not be able to place the generated 3D
Some of the options of the dashboard can be accessed also from the File menu, top left in
the application.

After opening a model, the Dashboard UI will automatically switch to the Editor. To come
back to Dashboard you can:
a) Click on Dashboard button of the header bar
b) Click on the ReMake logo located on the top left corner of the header bar and then
on CLOSE button;

CREATE 3D FROM PHOTOS


ReMake lets you make 3D mesh models from photos.
Create 3D from photos
The process of making 3D models from photos is called Photogrammetry or Image based
modeling.
To successfully make 3D from photos, you need to shoot a bunch of photos of the object
you want to digitize. The photos need to cover every single aspect of that object, must
be sharp throughout the entire photo, have good overlap between them, and be under
difuse light (no strong contrast or shadows, thus absolutely no use of fash). If you do
not get good 3D models (reconstructions) from photos, 99% percent it will be because
the photos are not good. Either you dont have enough of them, there is insuficient
overlap between the photos, the lighting is of, etc. On the other hand, it can be due to
some basic limitation of the photogrammetry technique that it simply does not work on
objects that are shiny, transparent, glossy or moving, for example if you shoot people or
peoples faces, they must be perfectly still. For best practices, please refer to our online
videos and to the tips at the end of this guide.
Here is an example with the positions and number of photos it took to make the digital
replica of this truck

ReMake currently accepts .JPEG file format only. But as you will read in the guide, if you
aim really high quality results, you should shoot in .RAW and then export the images
in .JPEG format. This is important for two reasons:
You always want to capture in best possible quality and RAW would be that option
You can slightly adjust some settings in the RAW files before exporting them as
JPEGs this WILL afect the quality of the reconstruction/3d model that will be
generated. (see the end of the guide for that)
Once you have shot enough and good photos, (see here an example)

When you select Create 3D from photos you will be offered two ways to make the 3D
model:
Online: Doing the 3D reconstruction on the cloud
Offline: Doing the 3D reconstruction locally, on your computer

Offline processing (done locally, on your computer)


The offline method is only demanded by users or organization who place big value on data
privacy, for example, the high-end world of media and entertainment.

Advantage:
Safety/privacy. The photos are not uploaded to the cloud and the photo-to-3D
process happens locally.
To be clear: the cloud is safe (your bank accounts, health records and many public
services are using the
same cloud.
Control of some reconstruction parameters: In this release we expose certain
reconstruction parameters that you can set that will afect the quality/specifics of
the reconstruction (currently not available in the online method). See more details
below.
With a strong computer, reconstructions can be done faster than on the cloud and
will not depend on a queue and internet speed.
Disadvantages:
You cant even try using this method unless you have super high system specs of a
desktop machine. For necessary system specs for a computer that can run local
reconstructions, see here: http://remake.autodesk.com/try-remake
We recommend this method only to those who have super high end machines
and insist on using the method.
Reconstruction controls:
When processing the mesh locally, you will be able to make some decisions about
the look and feel of
the upcoming 3D mesh reconstruction:

Geometry:
Smoothness define how smooth a surface would be. More smooth means less
pores.
Resolution means how many pixels we use to subdivide to generate
geometry. High means more details.
Generating texture:
Check this option if you are only interested in making 3d model of the geometry, you
pick this option.
Online processing (in the cloud)
The future of computing is the cloud. Meaning, heavy computations can be processed
there without requiring the user to have a strong machine

In this case, once you select the photos in ReMake, they will be sent and stored on the
cloud (in your free A360 storage drive). There they will be converted into 3D models by
algorithms placed also on cloud servers and once your 3D model is generated, your will
be notified that you model is ready to download. The length of the

reconstruction depends on number of photos, (currently limited to 250) , their resolution


as well as the current queue on the cloud.
Advantages:

You will not need to have a really strong desktop machine to run this but you
can perform this from pretty much any laptop
After the process of uploading the photos is finished, you can turn of or close
your computer without afecting or pausing the processing because it happens
on a server in the cloud.

Disadvantage:
We use servers on the cloud and sometimes there is a queue on the servers, which
might make the wait a bit longer. The good news is that we are working on distributing
the processing which means that unlike today, where we use one single machine on the
cloud to process a 3d reconstruction, in the near future, when you upload the photos we
would be distributing them across multiple servers so the process is done in parallel and
much, much faster than the current cloud compute
This is the method we strongly recommend all of you to use.
Important note:
To be able to use the photo to mesh service on the cloud you will need to be signed in
with your Autodesk login account. (See the section SOFTWARE SETUP: Deskop+Cloud in
this guide for more details)
Once signed in, clicking on the Create 3D button will prompt you to select the photos.
Your photos will most probably be on your computer, so in most cases you will need to
select the Local Drive option and browse to where your photos are.

However, if your photos are already on your A360 storage drive (360.autodesk.com), you
dont need to upload them again: in that case, select to use your A360 drive and select
the folder where your photos are stored.

Regardless if you selected photos from your computer or A360 drive, after selecting them,
their previews will be displayed on the screen. This is your last chance to decide if you
want to exclude some photos that maybe didnt

belong to the set or that you can see that are blurry, or too strong a contrast as they will
afect the quality of the reconstruction. You can do that using the red X sign on the top
right of the photos.

Side
note:

There are options on the left toolbar that let you ADD more photos to those
you already loaded
. This option is useful if you are loading photos from
various folders, so you upload a set and then click on the Add more photos
button to add few more.
The other option in the bar on the left is the local Photo
validation.
This means that you can quickly check if you took enough photos and if they
would stitch before
sending them to the cloud and waiting for the results. If you see that your
validation shows that the reconstruction will fail or that too many photos are
not stitched, this means your photos are not good and you should consider
redoing them or shooting additional photos.

To come back to our workfow


Once you have all photos loaded, you click the Create model button.
This will prompt a menu that will ask you to give the project a name and select the quality
of the 3D
reconstruction

You can choose between Standard or Ultra quality:

Ultra mode generates the highest possible mesh quality of the geometry
and texture. Ultra is the quality level that you always want as you
probably want to have best possible reconstruction.
The Standard option is lower quality as its limited to 125 images
reconstruction. It will process faster, due to smaller number of images
but it will be of inferior quality. (This limitation to 125 images will be
removed during the promotional period of Autodesk ReMake. After the
promo period is over, if you want to be able to process more than 125
images, you will need to purchase subscription)

Now, what happens next is slightly diferent depending on which reconstruction


method you picked at the beginning, Online (cloud) or Offline (Local)
Online: the photos will be sent to the cloud
Offline: the photos will be processed locally on your computer
Understanding the various stages of processing:
Important: understanding what happens when in the Online processing of photo-to-3D
1. You start with Create 3D, select your photos, give a name, quality, Create
2. ReMake sends the photos to the cloud. This usually doesnt take a long time and
you the computer at this time (or close ReMake) If you do so, the upload will be
paused
In your A360 section on the Dashboard this is what you will see:

3. The second part of the process is reconstructing 3D from the photos. This starts
to happen from the moment the photos are uploaded and after the progress shows
1% again from now on, you are safe to close the computer. (Do not close when the
process is still 0%, if you do so, the reconstruction will be cancelled)

Once your model is ready, you will receive an email letting you that your reconstruction is
ready. You might get an email saying that the reconstruction failed and that will always be
due to not correctly taken photos or a type of object that can simply not be reconstructed
using photogrammetry (shiny, transparent or glossy object).
If your model was successfully made, after you receive the email, you should open
ReMake and a thumbnail preview of the ready to download model will show up in the
A360 section. Click on it to download it. Once fully

downloaded, it will show in the My Models section, meaning its full downloaded on your
computer and you can click to open it.

LOAD/OPEN (IMPORT)
Aside from creating 3D from photos, ReMake can also import/read mesh models
generated anywhere be it meshes made from laser scanners, or meshes coming from
structured light scanners (Artec, Mantis), meshes generated in other capture software or
simply 3D models coming from CAD or modeling applications. As long as those meshes
are in one of the following file formats: .FBX, .OBJ,.PLY (mesh only), .STL, you can import
them and clean up, fix, edit, prepare for further workfows or publish.
You can Load/Open a new model by clicking Load a model in the My Computer section
of the Dashboard. Its under the section My Computer as it can only import models from
your computer. And.this actually Imports the model, so dont look elsewhere for an
Import function.
Currently supported file formats are the following file formats: .FBX, .OBJ, .STL, .PLY (mesh)

.FBX
High-end exchange format, mainly used in media&entertainment and visualization
workfows. You can import a large .FBX that you have trouble editing in other software,
for preparation for 3D printing or decimation and optimization for other workfows or to
publish in the ReMake online Explorer/ Viewer.
.OBJ
.OBJ is probably the most popular exchange mesh file format that can be generated by
almost any 3D modeling application. Additionally, and very relevant to ReMake, .OBJ files
can be generated by ReCap Photo, 123D Catch,

any other photo to 3D software (image based modeling solution) or any scan to 3D
software. These reality capture solutions usually generate huge .OBJ files that are quite a
challenge to further fix, edit in or optimize for downstream applications, mainly struggling
with the inability to read that size of files. This is one of the challenges ReMake is ofering
a solution for.
Workfow example: a mesh generated from laser scans, processed with ReCap and
brought into ReMake for further clean up, fix, edit, prep or publish.
Mesh model made from mid-range laser scanner and imported in ReMake:
The example below was made using Autodesk ReCap a laser scan/ point cloud solution
that recently added a cloud service to convert point clouds of laser scan captures into 3D
mesh models. These models can be saved as
.RCM ( ReMake) or .OBJ and can be opened in ReMake for offline visualization, cleanup,
edit, fix, prepare for further use ( 3d printing) or prepare for use in software, mobile
devices and AR/VR solutions or to publish on the cloud for interactive viewing.
The example below was actually a laser scan of a bigger environment the pump was
needed as a mesh asset and was brought into ReMake for further prep.

Laser scan point cloud file in ReCap converted to mesh and visualized and prepped in
ReMake
Here something very diferent:
A laser scan of a huge sculpture (the Famous Mount Rushmore) converted to mesh and
imported in remake for prep for 3D printing
Thanks to CYARK http://archive.cyark.org/ and the National park services for
allowing us to show this beautiful capture.

.OBJ generated from a laser scan and imported in ReMake

Few important tips about .OBJ:

Tip: . OBJ models will come in ReMake textured, but you will need to have .mtl file
located in the same folder as the .OBJ that you are trying to import
When importing an .OBJ ReMake instantly and silently generates a .RCM file. That is
the native format in which ReMake will also save the work. This is the main reason
why it might take a bit of time during importing an .OBJ file, as the conversion
happens at opening. After that, ReMake excels with unseen performance even with
huge meshes.
Its very important to understand is that, if you have already opened an .OBJ in
ReMake, worked on fixing it, and saved it, that work is saved in the .RCM file - not
in the original .OBJ file. The next time you want to work the file, you should
proceed opening the generated RCM fle, not the original .OBJ. If you
mistakenly open the OBJ file again and you have the RCM file with the same name
in the same folder and you try to open an .OBJ again, for which RCM is already
generated, you will see a dialog that will give options to save-as or overwrite.

.PLY
Many structured light scanners register their raw scans in a point cloud .PLY file and save
their meshes in mesh format .PLY. ReMake can read the mesh .PLY files and continue
working with dense files that the software of those scanners often struggles with editing
or dont have the functionality needed to prepare them for further workfows.
NOTE: you have to make sure that its a Mesh .PLY (not point cloud). That, while very
soon possible to be imported in remake is not yet possible.
.STL
There are bunch of models on the internet that are in .STL form that one wants to
resurrect into a design process and bring in design apps such as Fusion. ReMake can
import an /STL and prepare it for further use (Export as .OBJ (quads) for Fusion360, or
anything else for other workfows)

Note that STL file format does not contain color information, so any STL model will be
pure geometry when visualized in ReMake.

.STL generated from a structured light scanner (Artec Spider https://www.artec3d.com/) and
imported in ReMake

.STL generated from a structured light scanner (Mantis-Vision http://www.mantis-vision.com) and


imported in ReMake
.RCM
.RCM is the native ReMake file format (Reality Capture Mesh). Currently, aside from ReMake, only Fly
in ReCap 360 Pro
(formerly ReCap Photo) can export in this file format. (ReCap Fly is also an Autodesk Solution for
generating 3D from photos, focusing on drone captures for sites and landscapes. It generates 3d
models with the very same core algorithms that ReMake does when processing on the cloud (the
local photo-to-3D is currently of a higher quality), but it doesnt have any of ReMakes clean up,
scale, measure, fixing, editing and export/publishing tools. So, if you already use ReCap Fly, you
can continue doing so and then import the RCM in ReMake for further fixing, clean up edit, and
prep.

.RCM generated from photos in ReMake

Regardless if you created the 3D mesh in ReMake, or imported from another place, you
will need to view, clean up, edit, fix, prepare and optimize the models for further use, and
all of that is happening in the Editor. So, lets understand the Editor!

THE EDITOR
The EDITOR is where all the action happens once a mesh has been created or imported.
The Editor User interface (we will refer to this further as UI) is minimal, clean and we
intend to keep it that way. Dont get fooled by its simplicity, behind those tools there is
real power in ReMake. The main area by default displays the 3D model in perspective
view. The tools are grouped as follows:

Here a short description of the main UI components:


DESCRIPTION

File Menu:
a) Open new model without leaving
EDITOR
b) Save, Save as and Close scenes
c) Export and Send to 3D Print button
Help Menu:
Here you will find helpful links to the
Forum, to lot of Learning resources,
Sample datasets to start learning from and
contact connection.
The About section allows you to know
which version of the software are you
currently using, usually helpful for support
cases and when you have an issue

3
4

Finally, here you can switch from


Action panel it hosts all available mesh
setting,
preparation and export/publish tools:
General model settings
Mesh Editing tools
Re-topologize tools
Analyze: Mesh diagnostic, report,
compare
3D printing toolset
Export tools
Publish

Navigation bar holding controls for


navigation,
selection, visual modes and other in canvas
Radial bar
(Right click menu in the main UI window)
that gives
in-context quick access to some of the
tools and settings

Autodesk ReMake

18

orkspace the space where all the action


W
happens
where you view and navigate the 3D mesh

User Profle Showing your name once


you log in
with your free Autodesk account. Needed
for
creating mesh from photos and for
managing
license,
subscription
and
In
product your
Feedback
to contact
the team
directly
regarding a particular model issue or
generic inquiry or suggestions for
improvements or further development. ***

***Note: Even though we have in-product feedback option, we strongly encourage


everyone to use the ReMake forum for feedback and questions so that others can learn
from it and add their opinions or learn from the answers. (You can find a link to the
ReMake forum link on the http://remake.autodesk.com web site)

NAVIGATION
When you import or open a 3D model in ReMake you would probably first want to move it
around it, inspect it, look it from all sides and later do various actions on it. For that you
first need to master how to navigate the model.
It is true that many software packages use diferent mouse buttons and shortcut
combinations to do the same actions. As ReMake can be a useful companion to many
different software, it was hard to decide which navigation scheme to use. We settled on
the following one, but will be adding additional schemes so that you can work with
mouse controls you are used to from other software solutions. Here a quick diagram how
to use the mouse. ReMake also supports a space-mouse, in case you are used to use
one.

Autodesk ReMake

19

You can navigate the 3D mesh models in ReMake in various ways and you can switch
between those modes using the Navigation tool menu
From bottom up:
First Person mode
Orbit
mode
Pan

Zoom
Zoom Extents

ORBIT
Orbiting means you move around the 3D mesh model in space for exploration and
looking various details of it. To orbit a 3D model in canvas, hold the right mouse button
+ drag

Hold right mouse +


drag

Additional orbiting controls that can be very useful:


ALT + Mouse Right-Button
Pressing the ALT key during default mode navigation will switch to first person mode
Ctrl + Mouse Right-Button
Pressing Ctrl during orbiting tilt the scene
Default behavior is that the center of rotation is there where the mouse click is.
There are two scenarios in orbiting:
When the entire model is fully within the current view: Constraint Orbit happens
around entire models
Center of Gravity. In this mode CTRL + Orbit will freely rotate the model
When user zooms in and only a part of the model is in view in the main
UI: Free Orbit happens wherever user right clicks. In mode CTRL + Orbit has
no efect

PAN
To pan the 3D model (move left-right on the screen) hold the mouse wheel (middle mouse
button) + drag

Hol
middld e mouse +
drag

ZOOM
To zoom in/out, rotate the mouse wheel up or down

Zoom area shortcut

Move wheel up
and down
CTRL + Hold
left mouse +
drag

FIT TO VIEW (HOME)


If you lost your model in the space, you can always press the Fit to view
button or the Home key. Shortcut

Home

Key

ORTHOGRAPHIC VIEWS
The default viewing mode of the
3D
model is in perspective mode,
but you can switch to
orthographic views, easier for
some operations that require
more precise input, such a
measure or set scale.
Perspective view Orthographic view
Short cut : the letter O

DISPLAY CONTROLS
You can view the 3D mesh models in
ReMake in the following visual styles:

Solid
Solid with wireframe

Textured
Textured with wireframe
X-Ray
mode
You can switch between modes either using
the navigation menu or with the radial
menu (right click in the main UI)
Soli
d
Displays
monochromatic
render of model
without texture

Solid with
Wireframe
Displays
monochromatic
render of model
and wireframe
without texture

Textured
Displays fully
rendered model
with texture

Textured with
Wireframe
Display full texture
and wireframe

X-Ray
Display model in Xray fashion. Useful
to check surface
foldings and
intersections

SELECTION METHODS
Many of the editing operation depend on successful selection, so lets make sure you
understand well how they work and what the differences are.
There are three ways to select the entire or parts of a mesh:
Window
Lasso / Fence
Brush

Window
selection
(rectangular
selection) Click left
mouse button and
drag to define
selection area.
Note that this
selection will
select everything
within that frame:
what you see and
what you dont see

Lasso/Fence
selection
Hold left mouse
button and drag to
draw a boundary
surrounding the
area you want to
select.
Note that this
selection will
select everything
within that frame:
what you see and
what you dont
see,
which
is
behind
Brush selection
This one behaves
as a paint brush.
It only selects
what you
painted as
selection on the
surface and
nothing else.
Note that this
selection will
To change the SIZE of the
select ONLY the
brush:
surface that you
use the little slider that will appear on
paint with the
the nav. menu
brush. It will NOT

use the [ and ]


select anything
keys
behind it.
Shortcut:
Use Tab key to switch selection mode
Very import note regarding the different types of selection tools:
Windows and Lasso selection select everything on the mesh, visible or invisible. Whatever
selection you define
with one of these two methods, if for example you click delete afterwards, it will delete
what you see and every part of the mesh behind the visible selection. It goes through
the model, like a tunnel
Brush selector only selects the surface that you have painted with the brush.
Adding or Removing from existing selection
Sometimes it takes a while to make the right selection and just when you have done it,
you realize that you stopped selecting but you didnt select everything (or you overselected). Not to worry - you can always ADD or REMOVE parts of the mesh to an existing
selection while keeping your current selection active:

To ADD to existing selection, use the


Shift key

Or use the Add to selection


button in
the navigation menu that
shows upon after any selection

ADD

To REMOVE from existing


selection, use the Alt key
Or use the Remove from
selection button in the
navigation menu that shows
upon after any selection

REMOVE

Sometimes, depending on the type of model, its easier to select the rest and using
Invert selection, to arrive to the cleanup model. (See the section Cleanup for more details)
Invert Selection:
Left click on Invert
Selection icon in the
navigation bar.
(Shortcut: I)

And very often, hiding or isolating part of the model will make your life easier when
dealing with detailed fixes or clean up.
Hide/Isolate
Selection: Everything
outside the selected
mesh will be
hidden/isolated
temporarily

Now that you have a good grasp of how to navigate and how to select, lets take a closer
look into the TOOLBAR

that holds various model settings, editing, preparation and publishing tools in ReMake.

While the process of creating assets from reality is not linear, we tried to organize the
tools in what could be the order of action.

TOOLBAR OVERVIEW
MODEL SETTINGS TOOLS
1.
2.
3.

Set scene upright


Scale and Units
Set coordinate system

1. SET SCENE (MODEL) UPRIGHT


The very first step we recommend you do when loading a model in ReMake is to set the
scene orientation, to assure easier navigation and more predictable working with it.
Select the Set model upright tool if your model is correctly oriented (up is up and down
is down), you dont need to do anything. If however, you see that the model is tilted and
that navigation feels uncontrollable, for best experience, orient it correctly, using the
gizmo wheels and adjusting it in a way that it is oriented as the original model in the real
world.

If you dont do this and the default view of your model is as shown on the first
image, you will have an unpleasant navigation experience and the results during
exporting video or models will be unexpected.
Set model upright
Lets you orient the model
correctly in space (up is up
and down is down) to
assure a natural way of
orbiting/navigation and
working more naturally
with the model.

2.

SCALE AND UNITS

Set Scale & Units:


Scale and units lets you
define units and set a
scale of an object. Often
used for model
comparison. This feature is
used
internally by ReMake
and its features.

3.

SET COORDINATE SYSTEM

Being able to define coordinate system and points is super important for a couple of
diferent workfows:
a) When you know exact coordinates of a captured object and need to export it to
another model when it should land in the correct location in which case you click
to set new coordinates on a model and input known coordinate values
b) When you want to compare two models that have geometries that are not easy for
the automated Align in the compare tool to work in that case you input 4-5 points
on the one model and corresponding points on the other model, using the same
location and name , regardless the value of the coordinates.
c) When you have multiple parts belonging to the same model that need to be put
together follow the same approach a case b above.
Set Coordinate
System/ Points
Allows you to define
coordinate system by
defining
coordinate
points and their X, Y, Z
value.

Note: Note that when exporting models from ReMake into other formats you should consider
that not all other
formats
support
Units are
set when file formats support it like FBX. For unit-less formats like OBJ, it ask
units.
File format.
is users t
to set the desired
geometrical scale based on the target application/workfow.
This can be done
using the scale dialog.

EDITIING TOOLS
ReMake is designed specifically for a workfow from capture to clean, optimized mesh
and has lot of purposely built tools to make repetitive tasks and usual challenges
connected with this process smart, fast and easy.
The editing toolset helps you do various mesh operations from cleaning up, to
fixing issues, sculpting or smoothing surface and optimizing the meshes to arrive
to a final good usable mesh.
Here is an overview of the various editing tools that help you clean up, fix or edit the mesh
mode.
SLICE & FILL

Slice & Fill


A plane cuts the model
with clean edge, leaving
the sliced surface open
(no fill) or filled (Fill).
Useful prior to extrusion
for 3D printing or simple
cleaning up a model.

The Slice tool has two circles.


The inner circle allows you to TILT the slice plane
The outer circle moves the slice plane up and down

Not sliced
under an angle
SURFACE EDITING TOOLS
Surface Tools
Sculpt
Sculpt/ Smooth brushes
allow for 3d modeling
over the surface for
fixing error or making
something look closer
to nature. Sculpt is
stronger, smooth is
finer smoothing. The
brushes can be Push or
Pull mode, can have
Smooth
various width, shape
and strength

Sliced straight

Sliced

DELETE SELECTION
Select and Delete
selection
To delete a mesh or a
portion of it, select and
either :
Select Delete
from the edit
menu
Click Delete
key on your
keyboard
Select and Delete all
that is
NOT selected
Remove everything
except the current
selection (invert and
delete)

FILL HOLES
Fill holes
This tool fills a
hole in a mesh.
To select a hole to be
filled, hoover close to
the boundary of the
hole and once
highlighted, click to
select
Pick filling method
(smooth or fat PRIOR
to closing the hole)

BRIDGE GAPS
A smart tool that helps close openings and holes in a mesh that might have more
challenging geometries or require more attention.
Bridge Gaps:
Allows you to make a
bridge by selecting
mesh triangles on the
opposite sides of a
hole. Use Shift when
you select the opposite
triangle. You use this
method when
automatic fill method
fails or you want more
control over fixing a
hole. You can choose
either Flat or Smooth
bridge creation mode.
For best results, try to
select triangles that
have the longest side
facing the opposite
triangle.

EXTRUDE SELECTION
Usually useful for finishing up for 3D printing or model presentation.
Particularly useful for landscape captures that need to be given a thickness for the above
purposes.
Extrude Selection:
Allows you to extrude
an open edge
boundary (please
remember, it can only
extrude an OPEN
boundary).
You will first have to
click on Select
boundary and select
the open boundary ( go
close to it with th
emouse and it will
highlight the entire
edge of the boundary,
click on it to select it)
You can extrude to the
plane that you define
position and angle to
(using the plane gizmo)
this will extrude
perpendicular to the
plane or extrude with
an ofset which will
extrude the same value
you define as ofset
from every point of the
open boundary.

Extrude to plane

Extrude to non-paralel plane

Extrude with ofset

RETOPOLOGIZE TOOLS
This set of tools allows you to either change and amend the surface topology of a mesh or
part of a mesh for visual purposes, or reduce the polycount of the models generated from
reality capture that are usually very dense and have very high polycount. These meshes
generated from photos or scans often need to be brought in other software or devices that
cannot handle a number of polygons and mesh density that ReMake can, so you will need
to reduce the number of polygons (decimate) to make the meshes usable elsewhere.
Re-triangulate Selected
Mesh:
Allows you to recompute the geometry
of a selection of a mesh
surface
This is a pro tool
needed to get a
cleaner triangular
surface definition

Subdivide Selected
Mesh Allows you to
subdivide the actual
geometry of a model or
part of it.
You usually need these
tools when you have
done some fixing to
the mesh and lost a bit
of detail that you wish
to recover, or simply,
when the capture itself
lost some details, as it
gives you higher count
of triangles that allow
more specific mesh
editing.

Decimate Model
Reduces the poligon
count without afecting
the overall geometry
shape.
You need this to reduce
the polycount of the
model so you can use it
in downstream
applications that are
unable ot handle the
number of
polygons that ReMake
can generate and handle
( and meshes generated
from reality input can
have 1000x more
polycount than 3d
models that have been
modeled)
You can decimate the
entire model or just on
portion/selection of it
that you maybe dont
care too much about (
back of mesh etc)

IMPORTANT:
If you decimate in canvas and save, you have permanently decimated that model. If you
want to decimate for export only but want to keep the original mesh polycount, do not
use the in-canvas decimation or do not save it.

ANALYZE TOOLS
In the analyze section, you will be able to find various tools that help you make a mesh
diagnostic and find out current issues with a mesh and fix them, as well as tools that
report on the mesh (Measuring distance, surface volume, make comparisons/
diferentiation analysis etc.)
Detect and Fix Mesh

When meshes are generated automatically from reality sensors, they might
have various issues that afect its visual look or might, if not fixed, create
problems in downstream use.
Mesh issues can vary from missing parts of the mesh (holes), mesh intersections,
tunnels and particles (free foating mesh bits). Many of these will prevent you
from being able to 3D-print a mesh or will have impact on using the models in
further digital workfows. It is thus very important to find where
the problems are, visualize them easily and being ofered a toolset to fix them. And
that is exactly what
the Detect and Fix mesh issues tool does.
Detect and Fix Mesh
Issues Analyzes the
entire mesh, looking for
holes, intersections and
particles.
reports how many
and what kind of
issues
lets you Visualize
them one by one
by using the Next
button
Allows you to
fix all the
issues
automatically
(Fix,Remove)
Click on Detect issues
and using the Next
button preview all errors
and fix them one by one
(Fix) or all at once (Fix
all holes, Fix all
Particles..)

Issues
found:

You always have the option to use this tool just to visualize and than manually fix the
issues if you want to have full control of how some of them are fixed.

Workfow/Process suggestion: We recommend always to clean up the environment


around your object first
(using selection tools and delete functions, helping yourself with invert model or isolate
tool).
Only after that, run the Mesh diagnostic tool to find all invisible mesh errors which you
can fix automatically, with the help of the mesh diagnostic tool or decide to fix
manually using the Hole, Bridge tool etc.
Next, depending on the challenge of the model, you might apply slice or extrude.
Finally, depending on what the next use of your model is, you use the decimation/retopo
tools and then publish or export.

Measure distance
Measure Distance:
This tool allows you
to measure a linear
distance between
two points in any
units of your choice.
By default, Its 3D
measure in space.
If however you switch
to orthographic view,
using the lettre O
shortcut, you can
actually measure in
2D.
Mesh report
Mesh Report:
Returns information
regarding the mesh or a
selection/part
of the mesh.
It reports the count of
verteces and polygon
faces, as well as volume
and surface size.

Analyze Difference Beetween Two Models

Analyze Difference Beetween


Two Models
Analyzes the
volumetric
diferences among
two models in a given
range of confidence
and returns the
result in form of a termal map
Useful for tracking
changes of captured
object over time or
comparision between as
designed (CAD) and as
made and than scanned
objects.
You can define the
range that is of your
interest as well as the
tolerance value.

3D PRINTING
3D print preparation

Seeing a good 3D model doesnt necessarily mean that you can print it. 3D printers are
quite dodgy and dont
tolerate double meshes, zero thickness meshes, inverted normals, holes, spikes, etc..
Too much tech to know about!
To eliminate all that tech and let you easily prepare your 3D model for printing, ReMake
has two sets of tools:
Mesh diagnostics and repair.
Drivers for various 3D printers for which you can see the print envelope, arrange
the scale and position for your model and save the model, well prepared for 3D
printing.
If you want to prepare your model for 3D printing, open your model and go to 3D printing.
You will be asked if you want to check the model or not and we strongly recommend you
do. If your model has no issues, it will be open within the 3D print utility where you can
select your printer, define scale and orientation of the model and sva an STL to send it to
a printer or to a 3D printing service.
But if your model has issues and cant be printed, ReMake will alert you and ofer a Fix
button that will lead you to the mesh diagnostic tool that will display all errors found in
the model and let you quickly navigate from one
to the next and fix the issues automatically (asking the system to do it by clicking Fix) or
manually by using any of the tools from the editing section of ReMake.
ReMake supports over 20 3D printers from various manufacturers.
But dont worry if you dont find your printer in that list. You can always save your model
as STL ( or OBJ) and go to any printer you like.
See workfow video:

Different 3D printers have different controls in ReMake.

EXPORT
Export Tools
ReMake allows you to prepare and export high resolution 3D MODELS, 2D IMAGES and
VIDEOS

1. Quick Export templates

In the same spirit of eliminating all that tech for users, these templates are
one click templates for optimal workfows with other software downstream.
Each software has unique optimal import file format, orientation of model in
space and number of polygons of mesh that it can deal with.
These quick templates do all of that with one click, optimizing the model for
specific workfow with software such as : Fusion360, Stingray, Unity, Unreal,
Meshmixer, ReCap, AutoCAD, 123D Make, ArtCAM, Blender and many other
non Autodesk sowftare
If you dont want to mess with decimation, thinking of which file format is best,
which orientation etc, this is the way to go!

2. Export Image
ReMake supports export to alpha channel .PNG images for presentation purposes. These
can be exported in any of the visual modes and can go up to 8K resolution.

3. Export Video
You can create animations in ReMake and export them as videos in AVI or MKV file format.

There are two types of animations that you can make:

An automated Turntable (here you can control the position of the camera in
distance and angle, background color, visual mode for the model)
Keyframe animation that lets you make a bit more sophisticated videos here
you define main keyframes (positions of the model) and the software interpolates
between them and make one smooth animation of it. You can switch between
various visual modes in different frames and the transition will result in a sexy
looking video (transition from texture to wireframe etc.)

In both animation types, you can set the color of the background, quality and file format of
the generated videos and the length of the video or the individual frames/

4. Export Model
ReMake can export high definition meshes in the following mesh file formats (.FBX, .OBJ,

.OBJ (quads), .PLY)


The Export model dialog offers variety of additional controls and tools that are specific
to the export formats and allows for optimizing the exports:

File Format: Select file format FBX, .OBJ, .OBJ (quads), .PLY , .STL

Control the orientation of the model in space (Scene or World coordinates)


Decimation: define the level of decimation (reduction of polycount) using the slider
input a value
Rebake texture: A choice to rebake the texture use the original texture or ignore
the texture during the decimation process. (this tool has no function if you dont
decimate the model)
Texture Size you can pick to export the texture in a single tile (goes up to 8k) or
if you want really high resolution, you can select the last option (8192/8192
(Multiple) that exports the texture in 8k tile per every million triangles

or

Some more information on exports:


FBX / OBJ
With the export that include options to bake in normals, displacement, ambient occlusion
and difuse map, ReMake is capable of delivering high quality visual models that are very
light in polygon count (as demanded by many VR/AR solutions, for Web apps or games)
but which do not loose on their good looks.
Given that originally generated meshes from reality capture are huge and are a real
headache to deal with in majority of modeling applications (and impossible to read on
AR/VR devices or online), these new options make the work with digitized reality content
for further workfows much more convenient, by generating lighter models in polygon
count that still look like models with high details.
FBX is the most powerful file format as it carries on the units AND the camera positions
which might be quite handy in Maya/3dsMax for reprojecting textures etc.
.OBJ with quads
Also, with the option to export to .OBJ with Quads in ReMake, we are starting a
journey to make a tight integration with Fusion360 and make reality really useful in
design, engineering and industrial workfows
Fusion360 workfow:
Import the exported .OBJ quad in the sculpt environment in Fusion360 by clicking on the
Insert tool and select
Insert Mesh. You can work directly with the quad mesh or by converting the quad mesh
to T-splines (select Modify, Convert in Fusion), and you can start editing and changing
the digitized real object much easier, with more control, edit ,change and add details
only where needed, create non rectangular topology and stay compatible with NURBS
surfaces.

Mixing physical and digital prototyping, Alex Lobos designs a better grip for a Flashlight

PUBLISH ONLINE
Make your work more visible by sharing your models on ReMake Gallery. Not only can
you share the model for interactive exploration on the ReMake Gallery but broader as
well:
With the hyperlink you can send it to others in an email and they can view it
on their phones or computers
With the HMTL embed code, you can put the 3d views of your models on your web
site
To publish a model, click on Publish to Gallery

After accepting, you will be brought into our Play environement that will let you
prepare the 3D model for publishing online. What is Play? Building on the prototype we
developed for the Smithsonian X 3D, (see example: http://3d.si.edu/explorer?
modelid=27) Play is a platorm for developing multimedia interactive experiences in
browser. No download, no compiling, work and publish in browser, Play enables you to
create interactive experiences.
In this version of ReMake, Play serves as a simple interactive viewer, but much more
exciting stuf is coming your way!
When the model is ready (it might take 5 min or so) you will get the message that you can
open it in Play

Clicking on Launch will bring you in the Play environement:

The Play environement has two templates, a simple (the one with the white background)
and a more advanced template ( the one with the blue background)

The model will openin the Basic template but if you want more parameters to control, you
will need to switch to the advanced template by simply dragging the template over the
main windo that displays your model.
On the left side of both templates, you will find various parameters where you can give
your input: name to your model, define a tag, industry, set the background color, define
the color of a wireframe of the mesh, set automated turntbale for viewing and tweak some
more advanced parameters such as occlusion maps, roughness, metalness etc.
Basic Template parameters
parameters

Advanced Template

Once done, you click on the Publish to Autodesk Gallery and voila, your model is all pretty
online and ready to be viewed, or shared with others via email ( use the Hyperlink option
in the share icon in the 3D model view) or embed on a Website (use the embed tab that
gives you a HTML code) You can also use the other share mthods ( Facebook, Twitter etc)

Share via email using HYPERLINK


EMBED HTML
Go and Play!

REMAKE SHORTCUTS TABLE

Embed in a website using

SYSTEM REQUIREMENTS
It is very important to make sure you have th eminimum system requirements for
comfortable working with
ReMake. You can always find the latest system requirements from the website
First and foremost, PLEASE dont try to use Remake without a mouse! You will get really
frustrated. For optimal use, use a three button mouse.
To understand which minimum system requirements your machine needs to have,
itsimportant to understand this:
ReMake can do two things:
A) Create 3D model from photos
B) Edit/Fix/Optimize/Export/Publish those models
A)

The Creation of 3D from photos can happen on the cloud or locally.

If you choose the cloud processing (ONLINE) than you will only need to have the following
systems specs:
For datasets less than 40 images or 2million polygon or smaller models

64 bit Microsoft Windows 7 or later

4GB or more system RAM

Multi core processor

Integrated or discrete graphics card

For scale, performance and high resolution print/publish workflows

64 bit Microsoft Windows 7 or later

12GB or more system RAM

Multi core processor

Discrete graphics card with 3GB or more VRAM

SSD storage

If however, you prefer to process the models Locally, (offline, on your computer) you
will need a much higher system spec:
Minimum Requirements

64 bit Microsoft Windows 7 or later

64GB system RAM

50GB free storage space

Nvidia GFX card with 4GB VRAM

Recommended Requirements

64 bit Microsoft Windows 7 or later

128GB system RAM

NVMe PCIe SSD with 100GB free storage space

Nvidia GFX card:

- One or more Quadro M6000 cards OR

- One GeForce Titan X with 12GB VRAM

Multiple Xeon processors

FREE vs PAY
ReMake follows a freemium business model.
FREE The free version of ReMake allows for the full workfow, from generating 3D from
photos to final artifact. It is however limited on few places, please see the table below

HOW TO TAKE GOOD PHOTOS FOR 3D RECONSTRUCTIONS?


What makes photos good for photogrammetry?
The photogrammetry process looks at series of photos and reconstructs the camera location,
orientation, lens type
and lens distortion. It does that by comparing and matching pixels/points across photos in
the Entire Scene and match/ triangulate on visual features. This means that you should
follow the following guidelines:

ENVIRONMENT (Lighting conditions)


You should avoid any environment in which the light creates strong contrast shadows over
the object you shoot. Shadows are enemy to the reconstruction process.

If you shoot in interior


o The object must be placed in a room with difuse light that does not produce
contrast light or shadow. (avoid shooting in a room where a window doesnt have
curtains and light fashes in the room)
o Do not use the fash.
If you shoot outside
o Avoid shooting at midday under strong sun. Best times are early in the morning or
later in the afternoon

EQUIPEMENT

You can get good results with any camera. However, plastic lenses only go so far in
terms of sharpness. If you are serious about this process a good lens makes a diference.
Try to shoot the photos with a fixed lens. Fixed lens have no focal change which is good
for the photogrammetry process. A 50mm lens is good.
Whenever possible, shoot with a tripod and if possible a clicker. You need this because
in order to make the entire photo sharp, you will have to set a wide depth of field. This
means that a very small amount of light will be coming in the camera so you will need to
set your shutter speed long. This makes even a tiniest of shake of the camera result
blurry photos. The tripod and a clicker will assure sharp photos.

SHOOTING STRATEGIES SCENE SET UP


There are two ways of positioning the object and the camera:
A CAMERA (you) move around the
object
Mono chromatic object without many
features,
best to shoot with busy surrounding and
background

B CAMERA (you) static, object is turned


around
Object rich with features or color is possible to
shoot on featureless background and
repositioned during shooting

A
When an object is mono-colored or not rich with features, best is to put it on a busy,
colored base and busy background with bunch of other objects that dont obstruct it, as
that will help getting more points of reference. The object in this case is static, shouldnt
be moved around during the shoot it is the person with the camera and ideally tripod
that move. In general, if you shoot a single object not very rich in color/feature, avoid
placing them on a monochromatic surface. If the surface is monochromatic, add many
other smaller objects around the target object. The algorithms need as many different
references in the space to do better calculation.

The object was static and we took photos


all around it

B
When an object is rich with features, colors etc., you have two choices. To still keep it in
fixed position and you move around it or you can put it on white paper and white
background (ideally a roll of paper roll down so it creates no edges nor crises), have the
camera in one position (you can move it slightly to get best shots) and you rotate the
object slowly to get good coverage from all sides. This method is ONLY appropriate if the
object doesnt have moving/hanging parts and if the light is arranged in a way that it
doesnt create any shadows. This method is in particularly useful if you have object that
you want to capture from all 360 degree sides. But will ONLY work if the object is rich
with features like the coral example shown AND if you have perfectly
monochromatic, white ideally background throughout ALL parts of the photos

Object is turned around, background is white, no


line or edges!

Whatever the method, make sure that he object you shoot is positioned in the middle of
the photo and fills most of the frame (at least 70% of the photo should be the object you
are interested in)
Avoid green photographers screens (ChromaKey). Photogrammetry doesnt do well with
them. We NEED busy environments for the method A (just not busy with moving people
as moving objects are not good)
Dont move the surrounding objects around during the shoot and dont have people walk
around. Movements in the photos create uncertainty in the reconstruction.
Shoot all around the object to cover each aspect of it with multiple overlapping photos.
Shooting each 5-15 degrees on the same height of the object is a good practice. If you
want to have a good level of detail, you should shoot at 2-3 diferent heights of the
object, ending up with 70-100 photos for a small to medium object and 180200 photos for a building.

Take enough photos. As many as you can. For a good facial reconstruction, I never go
below 200 images. For high level detail object captures can have 1000 of images
It is not enough to have many photos, but they must also have a good overlap between
them. If the overlap is too small or non-existent, the software might not take an entire
cluster of photos in account for the reconstruction, and the reconstruction will be inferior
to its potential.
When shooting Interiors, follow the directions on the diagram below. Instead of standing
in the middle of the room and rotating around your own axis to shoot the photos, move
along the walls to shoot in the other direction. NOTE however that we only recommend
photogrammetry for interiors that are really busy and the walls are covered with
features, books etc. Interiors with white or monochromatic walls will fail as they dont
have enough features to reconstruct geometry.

When shooting Exteriors, again, avoid standing in one spot and shooting panorama like
spherical photos but move along the faade with the camera.

Dont have people walking cross the scene while the photos are taken. Anything that
makes a movement in the scene makes it hard for the algorithm to compare pixels
between the photos

PHOTO QUALITY

RULE NUMBER 1: The photos must be in focus SHARP and CRISP throughout the entire
scene (not just the object of desire) as we compare pixels from the entire photo. If you
happen to have few blurry photos among the entire set, remove them before making the
reconstruction.
NEVER edit photos prior to reconstruction. Dont crop, dont mask, nothing.
(only exception is adjusting few parameters on RAW images and that only if you do it on
all images at once)
Avoid blurriness in any part of the photos (ah, that beloved Depth of field efect). That will
NOT work very well for photogrammetry and reconstructions will fail or be blobby. Do not
assume that all is well if the object you try to shoot is sharp. We calculate the entire
scene, not just the target object and any blurriness will confuse the algorithm. If you use
professional camera, Set the F-stop to as low as possible and use a tripod as any
movement will afect the sharpness of the photos
Ideally shoot with fixed lens, 50 mm. Do not change the zoom if you dont have a fixed
lens. Rather move towards and away from the object.
Do not change exposure during the same acquisition.
Set ISO to 100, it works on pretty much any reconstruction. Or simply keep the ISO low.
High iso brings noise which should be avoided.
We currently accept JPEG format only. However, if you shoot in RAW, you will have the
ability to do some changes in the RAW images that WILL affect the quality of the 3D
model. You can always re-export JPEGs from the Raw images using photo editing
software such as Adobe Photoshop or Bridge.
Here just few hints on changes you can do ion RAW files:
o In Camera RAW or a RAW reader click Select all images (you must
change them all)
o Go to Detail, put all sliders in the frst section to zero
o Tone curve _ distribute the curve

How to shoot very small objects


For shooting very small objects, ideally you need to use a Macro lens and Image-stacking. If
you need tips about it, dont hesitate to send an email to remake@autodesk.com

KNOWN TECHNOLOGICAL LIMITATIONS OF PHOTOGRAMMETRY


Creating 3D from photos will fail and wont work on:

Shiny, transparent or highly glossy objects.


Moving targets

This is due to the fact that these reflect the surrounding which make the same point on
one photo to be in a diferent color on another photo, making it impossible for the
algorithms to calculate the scene
So, thats it for now:
For any questions or suggestions for improvement of the tutorial, please contact
tatjana.dzambazova@autodesk.com. For general comments, please send an email to
ReMake@autodesk.com.
We hope that you will enjoy ReMake!