>> 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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