I agree. I was thinking about using Mari only for some patching here and there and do the majority of projections in Nuke. Also, want to see some love in image-based modeling......
On Thu, Aug 23, 2012 at 12:09 AM, Michael Garrett <[email protected]>wrote: > Jason, > > Glad it's working within the bridge, and it looks like the Mari tools > are going to get more comprehensive for handling these scenarios. I > kind of hope that Nuke doesn't get left in the dust though, when it > comes to this kind of thing. > > Michael > > On 22 August 2012 11:04, Jason Huang <[email protected]> wrote: > > 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 > > > > > > > > _______________________________________________ > > 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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