This should work in 2.4x - you can paint alpha add/sub - the UV map used is from the 'final' derived mesh, so any modifiers will be applied
Probably its a bit of a pain to setup, but fairly sure its supported On Mon, Nov 16, 2009 at 10:12 PM, Christopher Cherrett <[email protected]> wrote: > What would be nice is if you could paint alpha with projection painting > onto a uv modifier. So you could just paint in the alpha of stretched > uvs in realtime in 3d view. > > I am not even sure if this is possible, but would be extremely powerful. > > Thanks! > > -------- Original Message -------- > Subject: Re: [Bf-committers] Map Camera Coordinates to UV layer patch > From: Roger Wickes <[email protected]> > To: bf-blender developers <[email protected]> > Date: 11/14/09 17:51 >> http://wiki.blender.org/index.php/Doc:Manual/Textures/UV/Painting_the_Texture >> and the sub-page, Projection paint. >> >> ---------------- >> Sent by Roger Wickes for intended recipient. If you are not the intended >> recipient, please delete this message and contact Mr. Wickes immediately. >> >> >> >> >> ________________________________ >> From: Christopher Cherrett <[email protected]> >> To: bf-blender developers <[email protected]> >> Sent: Sat, November 14, 2009 5:38:04 PM >> Subject: Re: [Bf-committers] Map Camera Coordinates to UV layer patch >> >> I am all for simple. But I am not sure I follow. Can you demonstrate? :) >> >> -------- Original Message -------- >> Subject: Re: [Bf-committers] Map Camera Coordinates to UV layer patch >> From: Roger Wickes <[email protected]> >> To: bf-blender developers <[email protected]> >> Date: 11/14/09 15:19 >> >>> off the top of my head, simply texture paint the stretched areas >>> with the remove alpha brush. That will make the stretched tex >>> transparent, and allow the second to show through. >>> >>> but surely it could not be that simple :) >>> >>> ---------------- >>> Sent by Roger Wickes for intended recipient. If you are not the intended >>> recipient, please delete this message and contact Mr. Wickes immediately. >>> >>> >>> >>> >>> ________________________________ >>> From: Christopher Cherrett <[email protected]> >>> To: bf-blender developers <[email protected]> >>> Sent: Sat, November 14, 2009 4:01:55 PM >>> Subject: Re: [Bf-committers] Map Camera Coordinates to UV layer patch >>> >>> In maya you can camera project and then any areas that have a stretched >>> texture you can project with another camera to patch in the areas with >>> blender alpha masks around the edges. I have tried and tried to get >>> blender to do the same thing with no success. I bought the gnomon Camper >>> Projection Techniques DVD: >>> >>> http://www.thegnomonworkshop.com/store/product/81/Camera-Projection-Techniques-in-Maya >>> >>> In that video he projected the matte painting onto the rocks and then >>> projected from other angles onto the stretched rock with rock texture >>> and was able to control the blend of the new camera onto the old. >>> >>> That sure would be nice to do in blender but as of this point the best I >>> can find is to project and bake to custom uvs so I can paint over the >>> UVs later. >>> >>> Can you think of a way to make this work the way maya does? or better?! :) >>> >>> -------- Original Message -------- >>> Subject: Re: [Bf-committers] Map Camera Coordinates to UV layer patch >>> From: Roger Wickes <[email protected]> >>> To: bf-blender developers <[email protected]> >>> Date: 11/14/09 11:27 >>> >>> >>>> i don't know. I do know that he was blown away by what Blender could do. >>>> Evidently he was looking for a very small camera truck/pan/raise action >>>> with >>>> something on that podium, and I was able to show him how he could get >>>> almost a total drive-by. I never got any paid consulting work from him, >>>> after his promise to "stay in touch", so I don't know where he went from >>>> there. >>>> >>>> If anyone recognizes the altar from a scene in a flick, I'd love to know... >>>> they were fully Maya ingrained, probably a Maya guy showed him how to do >>>> the same in Maya, and the status quo won out rather than switch. >>>> >>>> ---------------- >>>> Sent by Roger Wickes for intended recipient. If you are not the intended >>>> recipient, please delete this message and contact Mr. Wickes immediately. >>>> >>>> >>>> >>>> >>>> ________________________________ >>>> From: Sean Olson <[email protected]> >>>> To: [email protected] >>>> Sent: Fri, November 13, 2009 6:48:12 PM >>>> Subject: Re: [Bf-committers] Map Camera Coordinates to UV layer patch >>>> >>>> >>>> Did he switch? >>>> >>>> >>>> >>>> >>>> >>>>> Date: Fri, 13 Nov 2009 11:00:49 -0800 >>>>> From: [email protected] >>>>> To: [email protected] >>>>> Subject: Re: [Bf-committers] Map Camera Coordinates to UV layer patch >>>>> >>>>> I did a tutorial on all of this last year for a hollywood guy who said >>>>> he would switch to Blender if I could convince him it was as good >>>>> as Maya. So I did. >>>>> >>>>> http://wiki.blender.org/index.php/Doc:Tutorials/Textures/UV/Camera_Mapping >>>>> >>>>> If there are improvements that could be made to the tutorial, >>>>> please do so. I would like it to be a catalog of the different >>>>> workflows available. Thanks. >>>>> >>>>> >>>>> --PapaSmurf---------------- >>>>> Sent by Roger Wickes for intended recipient. If you are not the intended >>>>> recipient, please delete this message and contact Mr. Wickes immediately. >>>>> >>>>> >>>>> >>>>> >>>>> ________________________________ >>>>> From: Roland Hess <[email protected]> >>>>> To: [email protected] >>>>> Sent: Fri, November 13, 2009 1:31:08 PM >>>>> Subject: [Bf-committers] Map Camera Coordinates to UV layer patch >>>>> >>>>> It's the hoops and the workflow that bug me. When doing camera mapping, >>>>> I find it much easier to just build my initial forms, drop into camera >>>>> view with a background image, then align everything right there. Done. >>>>> If I could bake that camera view directly into UV coords, then my job is >>>>> done, and with a familiar, easily tweakable result. >>>>> >>>>> Brecht made the comment in the patch tracker that this is really UV >>>>> wrapping functionality, and should be included as an unwrap option. >>>>> After going through the code for the various unwrap methods, I'm >>>>> thinking that the best approach would be this: >>>>> >>>>> Have "Unwrap from View" simply do this correctly when the view is a >>>>> camera view. It's what you would expect anyway, but the unwrap code >>>>> doesn't really deliver. There's even a note in the source about how >>>>> "scaling gets weird" when you do it from camera view. I'd propose that I >>>>> just fix that "weirdness" so that when you "Unwrap from View" in a >>>>> camera view, you get what you should have gotten all along: a direct >>>>> translation of the 2D representation of the mesh in the camera view in >>>>> the UV Editor. >>>>> >>>>> With that fixed, there is no need for sticky coordinates and they can >>>>> just go away. >>>>> >>>>> >>>>> >>>>>> The main issue I have with UV Projection modifier is that in order to >>>>>> have it bake to a uv layout that you can paint over you have to jump >>>>>> through some crazy hoops. If you apply the modifier it projects to view >>>>>> which is useless if you would like to paint the backside of the object. >>>>>> >>>>>> Briggs walked me through a very complex setup about 6 months ago to bake >>>>>> to a custom defined uv layout that I had made. That was good but after >>>>>> leaving it for a few months there is no way I could duplicate it. I did >>>>>> not understand the reasoning behind why it was so hard to do but Briggs >>>>>> described it as two sepearte systems not communicating well. >>>>>> >>>>>> Ideally you could bake what is projected to a UV layout. >>>>>> >>>>>> >>>>>> >>>>> -- >>>>> >>>>> Roland Hess >>>>> harkyman >>>>> >>>>> _______________________________________________ >>>>> Bf-committers mailing list >>>>> [email protected] >>>>> http://lists.blender.org/mailman/listinfo/bf-committers >>>>> >>>>> >>>>> >>>>> >>>>> _______________________________________________ >>>>> Bf-committers mailing list >>>>> [email protected] >>>>> http://lists.blender.org/mailman/listinfo/bf-committers >>>>> >>>>> >>>>> >>>> >>>> _________________________________________________________________ >>>> Hotmail: Powerful Free email with security by Microsoft. >>>> http://clk.atdmt.com/GBL/go/171222986/direct/01/ >>>> _______________________________________________ >>>> Bf-committers mailing list >>>> [email protected] >>>> http://lists.blender.org/mailman/listinfo/bf-committers >>>> >>>> >>>> >>>> >>>> _______________________________________________ >>>> Bf-committers mailing list >>>> [email protected] >>>> http://lists.blender.org/mailman/listinfo/bf-committers >>>> >>>> >>>> >>> _______________________________________________ >>> Bf-committers mailing list >>> [email protected] >>> http://lists.blender.org/mailman/listinfo/bf-committers >>> >>> >>> >>> >>> _______________________________________________ >>> Bf-committers mailing list >>> [email protected] >>> http://lists.blender.org/mailman/listinfo/bf-committers >>> >>> >> >> >> _______________________________________________ >> Bf-committers mailing list >> [email protected] >> http://lists.blender.org/mailman/listinfo/bf-committers >> >> >> >> >> _______________________________________________ >> Bf-committers mailing list >> [email protected] >> http://lists.blender.org/mailman/listinfo/bf-committers >> > > > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers > -- - Campbell _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
