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Table 1 Table showing the results and outputs of the tested methods

From: An evaluation of Substance Painter and Mari as visualisation methods using the Piraeus Lion and its runic inscriptions as a case study

Method

Processing time

Full 3D model

Open source /free

Ease of using process

Output

Temporary or textures producible

Highest model level method worked with

Blender Viewport

Minutes

Yes

Yes

Simple, blender handles large models very efficiently

Carvings highly visible, but only a temporary lighting effect

Temporary

22 million

Blender Pointiness

Quick depending on hardware

Yes

Yes

Some effort required to set up nodes and adjust values. Requires powerful hardware depending on model size

Carvings highly visible, but user interface is complicated and node production is not the most intuitive to adjust

Textures maps producible

22 million

Substance Painter

30 min, mostly loading/baking time

Yes

No

Several easy steps,

Carvings highly visible, easy to adjust variables. Some learning curve to run process, but possible to make a “one click" smart material

Textures producible

88 million

Mari

30 min

Yes

No

Several steps, not the most intuitive to set up

Carvings are visible, but there is a lot of noise which makes them harder to see. High possibility to adjust variables

Textures producible

88 million

Xshade

Several hours

No

Yes

Easy once you understand the instructions. requires some knowledge of handling/splitting models

Poorly visible carvings due to necessity of low resolution of the mesh

Temporary

6 million

MRM

Under an hour

Yes

Yes

No known parameters make it difficult to get a good result

Carvings highly visible, but histogram in Meshlab is rather unintuitive to change variables. Larger curves are highlighted more strongly, which can have a negative effect on small carvings

Temporary, but saveable

88 million

LRM

Quick

No

Yes if using QGIS

Requires some GIS software knowledge, and handling/separation of 3D models

Carvings visible, but heavily affected by large undulations. Only works on one plane

Only a 2D surface produced

N/A

APSS

Several hours

Yes

Yes

Lots of trial and error, histogram produced is potentially unusable

Carvings are highly visible, but method takes a long time to process, especially on higher resolution models. Histogram in Meshlab not the most intuitive to work with when changing variables

Temporary, but saveable

22 million

Radiance scaling

Quick, most time spent loading model, and moving into place

Yes

Yes

Easy, with a high-polygon mesh navigating round the model and moving lights etc. is a slow process

Carvings highly visible, but diminished by the low maximum level of enhancement

Temporary

88 million

Agisoft displacement

Relatively quick

Yes

No

Complicated as instructions limited

Has potential, but also requires a large amount of trial and error. Carvings visible but not very clear

Yes

22 million/50 k