Excellent, good to hear.
On 22/08/12 11:48 AM, Jason Huang wrote:
Just want to mention that somehow the two 6-pack cubic projections
blend seamlessly in Mari kinda magically itself. All I did was select
the 12 Project3D node and the geo, send them to Mari, bake the
projections, and send the render UV texture back. As long as the rez
of channel was set high enough, it hold up really well when I
re-photograph the textured geo as animated lat-longs in Nuke. I
thought I have to do some projection painting fix in Mari, but it JUST
WORKS!! I am trying to figure why it works.....lol....
Thanks again, Frank and Michael.
-Jason
On Tue, Aug 21, 2012 at 11:05 AM, Jason Huang
<[email protected] <mailto:[email protected]>> wrote:
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] <mailto:[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] <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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