Cool, Michael. Will try that..... Thanks!
On Mon, Aug 20, 2012 at 6:25 PM, Michael Garrett <[email protected]>wrote: > 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 >
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