One thing you could try is the far clipping plane of each projecting camera, although it's not a radial mask from the projection origin. It's not ideal, but it may work.
On 20 August 2012 15:08, Frank Rueter <[email protected]> wrote: > Ah, sorry, my bad. > I guess I'd try the simple approach first by masking the cubic tiles with > roto or soft crops. > See how far you get there, then possibly project patches onto the seams to > cover them up (rendering the unwrapped UV of the seams might help as a > guide). > > The Nuke/Mari bridge should help in that you can paint directly on the > models but you will have to lock yourself into a resolution, so it's not > quite non-destructive (which may not matter). > > > > On 21/08/12 9:56 AM, Jason Huang wrote: > > 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 >> >> >> >> >> _______________________________________________ >> Nuke-users mailing list >> [email protected], http://forums.thefoundry.co.uk/ >> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users >> >> >> >> _______________________________________________ >> Nuke-users mailing list >> [email protected], http://forums.thefoundry.co.uk/ >> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users > > > > > _______________________________________________ > Nuke-users mailing list > [email protected], http://forums.thefoundry.co.uk/ > http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users > > > > _______________________________________________ > Nuke-users mailing list > [email protected], http://forums.thefoundry.co.uk/ > http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users _______________________________________________ Nuke-users mailing list [email protected], http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
