I'm doing something similar that might be of some help; we have a 980 megapixel GigPan stitched image as a Material for some shots of mountain climbers on a huge mountain face. I crop the full res for the parts that the camera needs to go close to, i.e. climbers, and use a reformated/scaled down version for the periphery wide view. When you UVProject these onto the geometry the high-res lines up seamlessly with the lower-res. A soft edge on the crop will help.
On 3 July 2012 10:56, Ned Wilson <nwil...@d2.com> wrote: > 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 > > ______________________________**_________________ > 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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