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 >> >>>>> >> >>>>> >> >>>>> >> >>>>> >> >>>>> _______________________________________________ >> >>>>> 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 _______________________________________________ Nuke-users mailing list [email protected], http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
