No worries and thanks for the pointers :). Masking with soft crops does
help the blending in my test. How would you suggest in terms of projecting
patches onto seams? Is it gonna be a new projection cam with ample FOV
somewhere between the two cubic-cam rigs? Not sure how to render unwrapped
UV of the seams though. Is it done through a ScanlineRender set to UV in
the projection mode?
I'll also look into the Nuke/Mari bridge...

- Jason

On Mon, Aug 20, 2012 at 6:08 PM, 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
>>
>>
>>
>>
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