Jason,

Glad it's working within the bridge, and it looks like the Mari tools
are going to get more comprehensive for handling these scenarios. I
kind of hope that Nuke doesn't get left in the dust though, when it
comes to this kind of thing.

Michael

On 22 August 2012 11:04, Jason Huang <[email protected]> wrote:
> 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
>> >>>>>
>> >>>>>
>> >>>>>
>> >>>>>
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