My goal here is to use a Nuke 3D Camera to shoot a card or an imported
OBJ/FBX. The card would be the screen of the Jumbotron. The camera needs
to have the ability to get very close to the card, sort of like you were
shooting a Jumbotron at a stadium standing two feet away from it.
I have experimented with a couple of things with varying success. My
first approach was to use a series of cards, each with a higher
resolution texture map on it, and as I got closer to the actual surface
of the screen, I would dissolve between the lower and higher resolution
texture maps. This was a bit error prone as the dissolves were never
seamlesss; they required color corrections, and if you were looking, you
could clearly see the seam between the two.
My second approach was to do a really high res texture map. I started
with 16k. This image is incredibly cumbersome and memory intensive but
it works, you can get the individual pixels up to about 16 pixels wide
and then it starts to fall apart.
My third approach was to try a 2D gag, where you take the LED pattern,
tile it, and multiply it against the scaled up source image. This also
works well, except that it can only accommodate mostly lockoff shots.
In thinking about the proper way to do this, I would model something in
Maya with the pattern, and then instance that small piece of geometry
across the surface of a card or sphere, retaining the UV space of the
sphere so that I can drive the color with a texture map.
Unfortunately, this presents an issue in that if I want to change the
resolution of the card, I have to go back into Maya, re-instance the
geometry, and re-export the setup to Nuke.
My question is two-fold. First, is there a way to instance geometry with
Nuke, possibly with particles? Second, is there a better way to
accomplish this effect that I am not even thinking of?
Thanks!
-n
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