>> Is it gonna be a new projection cam with ample FOV somewhere between
the two cubic-cam rigs?
yes. a random camera that is configured to handle the patch
conveniently. Could be anything.
>>Is it done through a ScanlineRender set to UV in the projection mode?
Correct. this does introduce a filter hit, so you wanna make sure to
render a large enough size if you do non-procedural painting on it.
On 21/08/12 10:31 AM, Jason Huang wrote:
No worries and thanks for the pointers :). Masking with soft crops
does help the blending in my test. How would you suggest in terms of
projecting patches onto seams? Is it gonna be a new projection cam
with ample FOV somewhere between the two cubic-cam rigs? Not sure how
to render unwrapped UV of the seams though. Is it done through a
ScanlineRender set to UV in the projection mode?
I'll also look into the Nuke/Mari bridge...
- Jason
On Mon, Aug 20, 2012 at 6:08 PM, Frank Rueter <[email protected]
<mailto:[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] <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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