Cool, Michael. Will try that.....

Thanks!

On Mon, Aug 20, 2012 at 6:25 PM, Michael Garrett <[email protected]>wrote:

> One thing you could try is the far clipping plane of each projecting
> camera, although it's not a radial mask from the projection origin.
> It's not ideal, but it may work.
>
>
>
> On 20 August 2012 15:08, Frank Rueter <[email protected]> wrote:
> > 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]>
> 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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> >>
> >>
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> >
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