Just want to mention that somehow the two 6-pack cubic projections blend seamlessly in Mari kinda magically itself. All I did was select the 12 Project3D node and the geo, send them to Mari, bake the projections, and send the render UV texture back. As long as the rez of channel was set high enough, it hold up really well when I re-photograph the textured geo as animated lat-longs in Nuke. I thought I have to do some projection painting fix in Mari, but it JUST WORKS!! I am trying to figure why it works.....lol....
Thanks again, Frank and Michael. -Jason On Tue, Aug 21, 2012 at 11:05 AM, Jason Huang <[email protected]>wrote: > 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 >> > >
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