Ah, sorry, my bad.
I guess I'd try the simple approach first by masking the cubic tiles with roto or soft crops. See how far you get there, then possibly project patches onto the seams to cover them up (rendering the unwrapped UV of the seams might help as a guide).

The Nuke/Mari bridge should help in that you can paint directly on the models but you will have to lock yourself into a resolution, so it's not quite non-destructive (which may not matter).


On 21/08/12 9:56 AM, Jason Huang wrote:
Thanks, Frank. Let me clarify my question a bit.
I was actually asking how to blend two full 6-pack projections, e.g. the "-Z" map of the 1st cubic-cam setup is overlapping with the "+X" of the 2nd cubic-cam setup that is 100-foot away from the 1st. How should I address the overlapped projection? My current test setup has a huge cylinder to represent an open exterior space a vehicle passed through. Multiple cubic-cam rigs will project panos taken on-set say 100-foot apart. The overlapping is all over the places.

Hope my question make more sense now.

-Jason

On Mon, Aug 20, 2012 at 5:19 PM, Frank Rueter <[email protected] <mailto:[email protected]>> wrote:

    If you shot full spherical you shouldn't have to blend anything,
    as the cubic tiles should just match up.
    Otherwise you can pre-treat your cubic tiles on texture stage,
    i.e. give it an alpha and premult, the shader will over it based
    on the order of your projections or the MergeMat settings if you
    use that. A crop with soft edges may also be a quick fix.

    If you extract the cubic tiles from a latlong first, you could
    extract a little more than 90 degrees, project that back
    accordingly (i.e. on a larger card with a larger fov), then use
    the ScanlineRender node's z-blend feature. But again, if you
    extract the tiles from a latlong they should already match up
    perfectly.

    Does this help at all?

    frank


    On 21/08/12 7:10 AM, Jason Huang wrote:
    Hi folks,

    If I have shot multiple full-spherical panos and want to project
    them onto say a big long cylinder that represents the exterior
    space a vehicle will pass through. What would be the efficient
    way to blend between two adjacent 6-pack cubic projections so the
    overlapping area is clean for environment reflection or lighting?
    Should I do something through the MergeMat node or render to UV
    space and retouch in somewhere else? Or will the Nuke/Mari
    integration facilitate this process?

    Thanks,
    Jason




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