So many of you asked about the Advanced Mode for fusing your Cell frames .
Advanced mode are a simplified fusing algorithms , it creates very clean point cloud ( I called it a wood fusion ) at is resample a wood pattern , this powerful yet simple algorithms cleaning the scanned objects from overlapped points and lose points , so what you ending with is a smooth, clean fused point cloud that is so good it resample a mesh , the best point cloud base for your mesh .
Many of you like to slide the values to the maximum , but the maximum values will not always provide you with the perfect results .
For example with tye fruit basket , there is nothing in that object that will require me to use pitch point fusion of lower than 0.4mm , don’t worry your volume is still the same , lower pitch point setting only smooth out the surfaces from not necessary noises and junk data that you not always really need .
So next time please evaluate your object , measure the elements and details on your real objects to make sure your settings for fusion are correct for the best results , for example are you getting to print your scanned sculpture at 0.6mm with your printer ? use 0.5mm fusion .
With POP3 the Advanced mode fusion is set to 0.2mm maximum what will deliver great smooth surfaces on objects that do have less details , vases, fruit, mugs, and any other less featured objects .
Use standard if you know what you doing , for manual cleaning and edit , for objects that have lose parts while scanning , simple example a leaves on a branch , using standard the leaves will be not removed from your scan after fusion … in Advanced mode it would since Advanced mode remove all lose points not attached to the main scan .
here is a close up of the Advance Mode fusion at 0.4mm , you can see the ( wood like structure of the points )
and here zoomed out ( Only RGB color per vertex point cloud - no meshed, no textures , no edited, no cleaned , Advanced mode produce simple and clean point clouds , it is simple to use still very much advanced algorithms and one of my favorite since long time .
with point cloud like that you can archive a perfection , no grainy issues , beautiful RGB without reflections than also can be converted to color textures after merging multiple objects together .
The size of the point cloud is only half millions points in place of 5 millions points of junk . Ideal scan for produce 3D assets for rendering , games and web presentation .
And one more tip for today , if you use Advanced mode for fusing your frame cells , please always use the highest meshing option level 6, to keep the volume intact .
MESHED RGB color per vertex, no textures
MESHED , no edit, no smoothing , original scan Advanced mode
Handheld Scanning without Stabilizer
Textured in RS5
Of course for PBR rendering and game assets you want the Albedo version textures and not actual Textures , but after rendering the Textures , your mesh will have ready to use UVs , if you export both , mesh with RGB and Mesh with textures, you can easy copy the RGB color per vertex Albedo to the mesh with UVs using other programs like Zbrush or Meshlab
Albedo Textures for PBR rendering and game assets ( textures without shadows and reflections build into textures ) and regular textures with build in shadows and reflections .