Michael, I haven't noticed the stretched pixels you mentioned as probably because my test scene doesn't need a projection like that (glancing angle of a corner in distance). The simple test I set up is only with a simple building that is between two pano survey points and a huge cylinder to represent the open exterior space.
It just feels to me that the whole bridge thing is pretty smooth, outputting great result, with flexibility and potentials. I want to set up another test with a tighter interior space with more geos and integrate the setup with AtomKraft to see if I can come up with something interesting.. cheers, Jason On Wed, Aug 22, 2012 at 1:03 PM, Michael Garrett <[email protected]>wrote: > I know that Mari automatically does a nice projection occlusion for > any imported Nuke projections. I've thought about just using Mari to > create an occlusion matte as a UV texture to use in Nuke, if I want to > keep the un-baked projections. Mari seems much better at doing > projection occlusion than Nuke is right now. > > Not sure if Mari does some auto magic thing with limiting the > projection radius as well, did you work out a solution for this? For > instance when you project down a street and the glancing angle of the > projection stretches a few pixels across too much geometry, where > ideally you want another projection with more detail to be used in > that area. That " limiting projection radius" feature in Mari seemed > like something that was demo'd at the GeekFest this year. > > Michael > > > On 21 August 2012 16:48, Jason Huang <[email protected]> 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]> > > 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]> > >> 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 > >>>>> > >>>>> > >>>>> > >>>>> > >>>>> _______________________________________________ > >>>>> Nuke-users mailing list > >>>>> [email protected], http://forums.thefoundry.co.uk/ > >>>>> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users > >>>>> > >>>>> > >>>>> > >>>>> _______________________________________________ > >>>>> Nuke-users mailing list > >>>>> [email protected], http://forums.thefoundry.co.uk/ > >>>>> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users > >>>> > >>>> > >>>> > >>>> > >>>> _______________________________________________ > >>>> Nuke-users mailing list > >>>> [email protected], http://forums.thefoundry.co.uk/ > >>>> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users > >>>> > >>>> > >>>> > >>>> _______________________________________________ > >>>> Nuke-users mailing list > >>>> [email protected], http://forums.thefoundry.co.uk/ > >>>> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users > >>> > >>> > >>> > >>> > >>> _______________________________________________ > >>> Nuke-users mailing list > >>> [email protected], http://forums.thefoundry.co.uk/ > >>> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users > >>> > >>> > >>> > >>> _______________________________________________ > >>> Nuke-users mailing list > >>> [email protected], http://forums.thefoundry.co.uk/ > >>> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users > >> > >> > > > > > > _______________________________________________ > > Nuke-users mailing list > > [email protected], http://forums.thefoundry.co.uk/ > > http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users > _______________________________________________ > Nuke-users mailing list > [email protected], http://forums.thefoundry.co.uk/ > http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users >
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