What would be nice is if you could paint alpha with projection painting onto a uv modifier. So you could just paint in the alpha of stretched uvs in realtime in 3d view.
I am not even sure if this is possible, but would be extremely powerful. Thanks! -------- Original Message -------- Subject: Re: [Bf-committers] Map Camera Coordinates to UV layer patch From: Roger Wickes <[email protected]> To: bf-blender developers <[email protected]> Date: 11/14/09 17:51 > http://wiki.blender.org/index.php/Doc:Manual/Textures/UV/Painting_the_Texture > and the sub-page, Projection paint. > > ---------------- > Sent by Roger Wickes for intended recipient. If you are not the intended > recipient, please delete this message and contact Mr. Wickes immediately. > > > > > ________________________________ > From: Christopher Cherrett <[email protected]> > To: bf-blender developers <[email protected]> > Sent: Sat, November 14, 2009 5:38:04 PM > Subject: Re: [Bf-committers] Map Camera Coordinates to UV layer patch > > I am all for simple. But I am not sure I follow. Can you demonstrate? :) > > -------- Original Message -------- > Subject: Re: [Bf-committers] Map Camera Coordinates to UV layer patch > From: Roger Wickes <[email protected]> > To: bf-blender developers <[email protected]> > Date: 11/14/09 15:19 > >> off the top of my head, simply texture paint the stretched areas >> with the remove alpha brush. That will make the stretched tex >> transparent, and allow the second to show through. >> >> but surely it could not be that simple :) >> >> ---------------- >> Sent by Roger Wickes for intended recipient. If you are not the intended >> recipient, please delete this message and contact Mr. Wickes immediately. >> >> >> >> >> ________________________________ >> From: Christopher Cherrett <[email protected]> >> To: bf-blender developers <[email protected]> >> Sent: Sat, November 14, 2009 4:01:55 PM >> Subject: Re: [Bf-committers] Map Camera Coordinates to UV layer patch >> >> In maya you can camera project and then any areas that have a stretched >> texture you can project with another camera to patch in the areas with >> blender alpha masks around the edges. I have tried and tried to get >> blender to do the same thing with no success. I bought the gnomon Camper >> Projection Techniques DVD: >> >> http://www.thegnomonworkshop.com/store/product/81/Camera-Projection-Techniques-in-Maya >> >> In that video he projected the matte painting onto the rocks and then >> projected from other angles onto the stretched rock with rock texture >> and was able to control the blend of the new camera onto the old. >> >> That sure would be nice to do in blender but as of this point the best I >> can find is to project and bake to custom uvs so I can paint over the >> UVs later. >> >> Can you think of a way to make this work the way maya does? or better?! :) >> >> -------- Original Message -------- >> Subject: Re: [Bf-committers] Map Camera Coordinates to UV layer patch >> From: Roger Wickes <[email protected]> >> To: bf-blender developers <[email protected]> >> Date: 11/14/09 11:27 >> >> >>> i don't know. I do know that he was blown away by what Blender could do. >>> Evidently he was looking for a very small camera truck/pan/raise action >>> with >>> something on that podium, and I was able to show him how he could get >>> almost a total drive-by. I never got any paid consulting work from him, >>> after his promise to "stay in touch", so I don't know where he went from >>> there. >>> >>> If anyone recognizes the altar from a scene in a flick, I'd love to know... >>> they were fully Maya ingrained, probably a Maya guy showed him how to do >>> the same in Maya, and the status quo won out rather than switch. >>> >>> ---------------- >>> Sent by Roger Wickes for intended recipient. If you are not the intended >>> recipient, please delete this message and contact Mr. Wickes immediately. >>> >>> >>> >>> >>> ________________________________ >>> From: Sean Olson <[email protected]> >>> To: [email protected] >>> Sent: Fri, November 13, 2009 6:48:12 PM >>> Subject: Re: [Bf-committers] Map Camera Coordinates to UV layer patch >>> >>> >>> Did he switch? >>> >>> >>> >>> >>> >>>> Date: Fri, 13 Nov 2009 11:00:49 -0800 >>>> From: [email protected] >>>> To: [email protected] >>>> Subject: Re: [Bf-committers] Map Camera Coordinates to UV layer patch >>>> >>>> I did a tutorial on all of this last year for a hollywood guy who said >>>> he would switch to Blender if I could convince him it was as good >>>> as Maya. So I did. >>>> >>>> http://wiki.blender.org/index.php/Doc:Tutorials/Textures/UV/Camera_Mapping >>>> >>>> If there are improvements that could be made to the tutorial, >>>> please do so. I would like it to be a catalog of the different >>>> workflows available. Thanks. >>>> >>>> >>>> --PapaSmurf---------------- >>>> Sent by Roger Wickes for intended recipient. If you are not the intended >>>> recipient, please delete this message and contact Mr. Wickes immediately. >>>> >>>> >>>> >>>> >>>> ________________________________ >>>> From: Roland Hess <[email protected]> >>>> To: [email protected] >>>> Sent: Fri, November 13, 2009 1:31:08 PM >>>> Subject: [Bf-committers] Map Camera Coordinates to UV layer patch >>>> >>>> It's the hoops and the workflow that bug me. When doing camera mapping, >>>> I find it much easier to just build my initial forms, drop into camera >>>> view with a background image, then align everything right there. Done. >>>> If I could bake that camera view directly into UV coords, then my job is >>>> done, and with a familiar, easily tweakable result. >>>> >>>> Brecht made the comment in the patch tracker that this is really UV >>>> wrapping functionality, and should be included as an unwrap option. >>>> After going through the code for the various unwrap methods, I'm >>>> thinking that the best approach would be this: >>>> >>>> Have "Unwrap from View" simply do this correctly when the view is a >>>> camera view. It's what you would expect anyway, but the unwrap code >>>> doesn't really deliver. There's even a note in the source about how >>>> "scaling gets weird" when you do it from camera view. I'd propose that I >>>> just fix that "weirdness" so that when you "Unwrap from View" in a >>>> camera view, you get what you should have gotten all along: a direct >>>> translation of the 2D representation of the mesh in the camera view in >>>> the UV Editor. >>>> >>>> With that fixed, there is no need for sticky coordinates and they can >>>> just go away. >>>> >>>> >>>> >>>>> The main issue I have with UV Projection modifier is that in order to >>>>> have it bake to a uv layout that you can paint over you have to jump >>>>> through some crazy hoops. If you apply the modifier it projects to view >>>>> which is useless if you would like to paint the backside of the object. >>>>> >>>>> Briggs walked me through a very complex setup about 6 months ago to bake >>>>> to a custom defined uv layout that I had made. That was good but after >>>>> leaving it for a few months there is no way I could duplicate it. I did >>>>> not understand the reasoning behind why it was so hard to do but Briggs >>>>> described it as two sepearte systems not communicating well. >>>>> >>>>> Ideally you could bake what is projected to a UV layout. >>>>> >>>>> >>>>> >>>> -- >>>> >>>> Roland Hess >>>> harkyman >>>> >>>> _______________________________________________ >>>> Bf-committers mailing list >>>> [email protected] >>>> http://lists.blender.org/mailman/listinfo/bf-committers >>>> >>>> >>>> >>>> >>>> _______________________________________________ >>>> Bf-committers mailing list >>>> [email protected] >>>> http://lists.blender.org/mailman/listinfo/bf-committers >>>> >>>> >>>> >>> >>> _________________________________________________________________ >>> Hotmail: Powerful Free email with security by Microsoft. >>> http://clk.atdmt.com/GBL/go/171222986/direct/01/ >>> _______________________________________________ >>> Bf-committers mailing list >>> [email protected] >>> http://lists.blender.org/mailman/listinfo/bf-committers >>> >>> >>> >>> >>> _______________________________________________ >>> Bf-committers mailing list >>> [email protected] >>> http://lists.blender.org/mailman/listinfo/bf-committers >>> >>> >>> >> _______________________________________________ >> Bf-committers mailing list >> [email protected] >> http://lists.blender.org/mailman/listinfo/bf-committers >> >> >> >> >> _______________________________________________ >> Bf-committers mailing list >> [email protected] >> http://lists.blender.org/mailman/listinfo/bf-committers >> >> > > > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers > > > > > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
