Great Frank. Thank you! Just got a temp Mari license at work. Will test the
Nuke/Mari bridge out.

cheers,
Jason

On Mon, Aug 20, 2012 at 7:08 PM, Frank Rueter <[email protected]> wrote:

>  >> 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]>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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