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




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