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 >> >> >> >> >> _______________________________________________ >> Nuke-users mailing [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 [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 >
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