Am 05.03.2010 10:12, schrieb Tom M: > Hmm I would think that would be quite easy to solve for brecht :) - > just up sample based on uv coordinate per pixel. It will still have a > problem of stretching when you are at an extreme angle to the face, > but that is also quite solvable by generating an image mask based on > face normal angle to the viewing angle (another solution to it, which > is mentioned in the digital humans book that talks about a texture > projection shader is to project back on to the mesh from multiple > views and based on how flat the face is to the texture being projected > it determines how much of the texture to take from that view).
That last part sounds very interesting! I was in a task reconstructing a texture of a broken ancient vase from photos and used projection painting. But this method mentioned above sound like it could ease the process a lot. BTW: I found that "Project from View" always uses the View and is so dependant from the zoom level of the view, which is somehow bad and unwanted if you have a camera view, I think there it should only use the outer dotted frame? Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html _______________________________________________ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers