Destroyed T-72B Scene (Need feedback)

Im currently working on a T-72B scene, and the assest I picked off sketchfab is a scan.
Do 3D scans interact with lighting the same or not? It looks kinda off for me for some reason, maybe its just me, if not can someone explain? Also you can give feedback in the overall scene, etc.

Render:

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The scene is really great (color and lighting). The gras seems to big compared to the tank (makes it shrink). The scene (back lighting) seems to have a different lighting as the tank, which can be the reason it does not integrate very well (the orange parts pop out to much). Also the tank is quite hard to “read” due to the turret facing to the camera.

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Thanks for the feedback! Yeah the tank is a 3D scan which Im guessing is the reason? Im not sure how the 3D scans work, and how they interact with lighting, is it the same as any other objects or different?

Basically a 3D scan should interact with the lighting in the same way like any other object in the scene. Maybe, except if the shader of the scan is somehow a bit emissive (does not make sense - but you could check).

Ye it seemed to be some what extra bright for some reason, when I imported it.

Heres the sketchfab link to the asset: T-72B asset

Yeah, the texture is piped into the emission slot (which will illuminate the tank unconnected from the scene). Try to pipe in the texture in the diffuse slot (“1”) and set the emission to 0 (“2”). I guess the tank will be very dark in your scene afterwards. If this is the case - maybe add a small light that gives the tank a bit of light.

A bit better? This one I just lowered the emission

Theres also another one where I lower the textures saturation and emission (same as before but lower sat)

The lower saturation integrates imo better into the rest of the scene but the other version is also fine.

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thanks for the help, and the feedback!

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You typically want to delight a 3D scan first. These models already have light baked in and this will cause undesirable effects. You’ll need a separate tool for that.

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Hey Bart, can you suggest me a tool if you know any? Or is it maybe possible to do it in Blender?

No sorry I’m a bit rusty there. I don’t think Blender does this out of the box.

No problem, thank you

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3D scans capture not only a diffuse texture but also the lighting situation of the scanned object. To avoid unrealistic interference between dynamic lighting and the baked in lighting, the scanned texture is used as an emission texture. The effect is like “switching off” dynamic lighting. Contrary to my initial post, this makes sense. Sry.

Bart is correct: best practice would be to “delight” the texture (remove shadows etc.).
Check this link for more info: https://agisoft.freshdesk.com/support/solutions/articles/31000158376-agisoft-texture-de-lighter-general-workflow

For the discussed scene (dimly lit static image) this would imo be a bit overkill. You should get away with lowering the emission or using the emission texture as diffuse.

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Thanks so much! I appreciate the help :grin:

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After doing some research Agisoft De-Lighte is a common free tool for removing baked light models. https://www.agisoft.com/downloads/installer/ it is used for removing light from texture maps for 3D models.

Thank you so much! Ill give it a try in the future

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