Michael,

I haven't noticed the stretched pixels you mentioned as probably because my
test scene doesn't need a projection like that (glancing angle of a corner
in distance). The simple test I set up is only with a simple building that
is between two pano survey points and a huge cylinder to represent the open
exterior space.

It just feels to me that the whole bridge thing is pretty smooth,
outputting great result, with flexibility and potentials. I want to set up
another test with a tighter interior space with more geos and integrate the
setup with AtomKraft to see if I can come up with something interesting..

cheers,
Jason

On Wed, Aug 22, 2012 at 1:03 PM, Michael Garrett <[email protected]>wrote:

> I know that Mari automatically does a nice projection occlusion for
> any imported Nuke projections. I've thought about just using Mari to
> create an occlusion matte as a UV texture to use in Nuke, if I want to
> keep the un-baked projections. Mari seems much better at doing
> projection occlusion than Nuke is right now.
>
> Not sure if Mari does some auto magic thing with limiting the
> projection radius as well, did you work out a solution for this? For
> instance when you project down a street and the glancing angle of the
> projection stretches a few pixels across too much geometry, where
> ideally you want another projection with more detail to be used in
> that area. That " limiting projection radius" feature in Mari seemed
> like something that was demo'd at the GeekFest this year.
>
> Michael
>
>
> On 21 August 2012 16:48, Jason Huang <[email protected]> wrote:
> > 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 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
> >>>
> >>>
> >>>
> >>> _______________________________________________
> >>> 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

Reply via email to