Great Frank. Thank you! Just got a temp Mari license at work. Will test the Nuke/Mari bridge out.
cheers, Jason On Mon, Aug 20, 2012 at 7:08 PM, Frank Rueter <[email protected]> wrote: > >> Is it gonna be a new projection cam with ample FOV somewhere between > the two cubic-cam rigs? > yes. a random camera that is configured to handle the patch conveniently. > Could be anything. > > > >>Is it done through a ScanlineRender set to UV in the projection mode? > Correct. this does introduce a filter hit, so you wanna make sure to > render a large enough size if you do non-procedural painting on it. > > > > On 21/08/12 10:31 AM, Jason Huang wrote: > > 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 >> > > > > _______________________________________________ > 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 list [email protected], http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
