Thanks, Frank. Let me clarify my question a bit.
I was actually asking how to blend two full 6-pack projections, e.g. the
"-Z" map of the 1st cubic-cam setup is overlapping with the "+X" of the 2nd
cubic-cam setup that is 100-foot away from the 1st. How should I address
the overlapped projection?
My current test setup has a huge cylinder to represent an open exterior
space a vehicle passed through. Multiple cubic-cam rigs will project panos
taken on-set say 100-foot apart. The overlapping is all over the places.

Hope my question make more sense now.

-Jason

On Mon, Aug 20, 2012 at 5:19 PM, Frank Rueter <[email protected]> wrote:

>  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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