> > 2) if you've imported an obj sequence with UV's already on (for an > animated, deformable piece of geo)... and your using a static camera (say > a single frame of your shot camera)... is there a way to do something akin > to Maya's "texture reference object" whereby the UV's are changed based on > this static camera, for all the subsequent frames of the obj sequence ?
I've got a plugin that does exactly that. I'll see if I can share on Nukepedia soon. Cheers, Ivan On Wed, Mar 21, 2012 at 2:31 PM, Frank Rueter <fr...@beingfrank.info> wrote: > 1 - UVProject creates UVs from scratch, with 0,0 in the lower left of the > camera frustum and1,1 in the upper right. > > 2 - been waiting for that feature a long time ;).It should be logged as a > feature request but would certainly be good to report again to make sure > (and to push it in priority) > > > > > On 3/22/12 8:28 AM, a...@curvstudios.com wrote: > >> couple more questions: >> >> 1) if imported geo does not already have UV's, will UVproject create a >> new set or does it require them to...replace them ? >> >> 2) if you've imported an obj sequence with UV's already on (for an >> animated, deformable piece of geo)... and your using a static camera (say >> a single frame of your shot camera)... is there a way to do something akin >> to Maya's "texture reference object" whereby the UV's are changed based on >> this static camera, for all the subsequent frames of the obj sequence ? >> >> ..sorry if I'm too verbose...that was sort of a stream of consciousness >> question. Basically I'm asking if there is an easier way then my current >> method where I export an obj sequence with UV's, project3D on a single >> frame, render with scanline to unwrapped UV, then input that into the full >> obj sequence to get my "paint" to stick throughout. >> >> oy, sorry again. >> >> Ari >> Blue Sky >> >> >> >> ivanbusquets wrote: >>> >>>> You can think of UVProject as a "baked" or "sticky" projection. >>>> >>>> The main difference is how they'll behave if you transform/deform your >>>> geometry AFTER your projection. >>>> >>>> UVProject "bakes" the UV values into each vertex, so if you transform >>>> those vertices later on, they'll still pull the textures from the same >>>> coordinate. >>>> >>>> The other difference between UVProject and Project3D is how they behave >>>> when the aspect ratio of the camera window is different than the aspect >>>> ratio of the projected image. >>>> With UVProject, projection is defined by both the horizontal and >>>> vertical aperture. Project3D only takes the horizontal aperture, and >>>> preserves the aspect ratio of whatever image you're projecting. >>>> >>>> >>>> Hope that makes sense. >>>> >>>> Cheers, >>>> Ivan >>>> >>>> >>>> On Tue, Mar 20, 2012 at 4:50 PM, coolchipper<nuke> wrote: >>>> >>>> hey Nukers, may be a very basic question, but i wanted >>>>> to know >>>>> >>>> what is the difference between the two, i do a lot of clean up >>>> work everyday and i am kind of confused when to use the uv project >>>> node an when to go for a project 3d node.i know that uv project >>>> project a mapping coordinates to a mesh, in one of frank videos he >>>> used the uv project node to clean up dolly tracks,that might have >>>> been done using the project 3d node too, so whats the difference >>>> in using uv project node for cleanup work? thanks ...... >>>> [img][/img] >>>> >>>>> >>>>> >>>>> >>>>> >>> >>> Thanks Ivan. >>> >>> >>> >>> ______________________________**_________________ >>> Nuke-users mailing list >>> Nuke-users@support.thefoundry.**co.uk<Nuke-users@support.thefoundry.co.uk>, >>> http://forums.thefoundry.co.**uk/ <http://forums.thefoundry.co.uk/> >>> http://support.thefoundry.co.**uk/cgi-bin/mailman/listinfo/**nuke-users<http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users> >>> >> >> ______________________________**_________________ >> Nuke-users mailing list >> Nuke-users@support.thefoundry.**co.uk<Nuke-users@support.thefoundry.co.uk>, >> http://forums.thefoundry.co.**uk/ <http://forums.thefoundry.co.uk/> >> http://support.thefoundry.co.**uk/cgi-bin/mailman/listinfo/**nuke-users<http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users> >> >> ______________________________**_________________ > Nuke-users mailing list > Nuke-users@support.thefoundry.**co.uk<Nuke-users@support.thefoundry.co.uk>, > http://forums.thefoundry.co.**uk/ <http://forums.thefoundry.co.uk/> > http://support.thefoundry.co.**uk/cgi-bin/mailman/listinfo/**nuke-users<http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users> >
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