Closed gituser123456789000 closed 7 months ago
I have this running locally. I just recreated the same environment locally as on colab and changed the parts of the code posted to local instead of colab. I am running a rtx 4090 local...way faster than colab...and I don't get kicked off
I have this running locally. I just recreated the same environment locally as on colab and changed the parts of the code posted to local instead of colab. I am running a rtx 4090 local...way faster than colab...and I don't get kicked off
I have no clue how to do that. If you want to take the time and write out step by step how to do it, that would be cool, but it's up to you. I was able to get version 1 running 'locally' using the colab and 'connect to local runtime'. This version was giving errors when I tried that way.. saying it couldn't find google.colab or something, even though I was right there on google colab but running a local runtime. I don't understand these things, but can likely follow steps easily.
Either way, Depth-Anything looks to be the new hotness at the moment in depth map making, so now it would probably be good to get a TilingDepth-Anything
Connecting to local runtime is not the same as running local. You are using your code but their hardware. I am no coder but here is what I did. I looked at his script and saw what running. Colab is running on unbutu. I got WSL 2 for windows to run linux. I then went to the main repository of zoedepth and they have instructions on how to set up a local environment. ( environment.yml) Set up zoedepth in the environment. Then brought his script into notepad++.....ha and that is where the fun began. Chat GTP will become your friend. Both of my local scripts are posted here in pull requests so after you set up zoedepth and the environment all you have do is run the script in whatever directory you have zoedepth.
I have tried messing with changes a lot. If you look at his code the tiles 4,4 and 8,8 from what I understand those are pixel sizes the depth model looks at. By increasing those numbers I found better detail being held. The other thing was I changed out the 16bitpng to a 32bit tiff ( I have a 3d modelling background). I also tried 32bit exr. So the best detail I get is at 8,8 & 12,12 (runs in multiples of 32) with 32 bit tiff. With tiff at 32 there NO stepping. I have to convert the 32bit in Photoshop because zbrush won't take a 32bit import. My main purpose was 2.5d bas relief stuff as I do a lot of cnc carving. Do I see this replacing hand modeling anytime soon? Nope but it sure is fun to mess with.
cmore86, would you be kind enouth to test my version of your original picture in zbrush please, im currently testing thease in Vectric aspire it would be very interresting to see what the results are, it
s a 16bit png, many thanks
Here you go. On the surface it looks like more detail but it is causing indents in places there should be none and some really sharp lines ie spikes, like around the lips and details on the circular head piece details.
What methods are you using? It almost looks like your combining the original image with the depth map
Thanks for doing the test, it seems there was a issue in how I enlarged the original image.. Anyway I have produced a smaller one, seems to have resolved the spikes and anything else can be modeled out...
Closing the issue... the GUI fork worked for me to get it running locally.
How do we run v3 in locally?