I agree. I was thinking about using Mari only for some patching here and
there and do the majority of projections in Nuke. Also, want to see some
love in image-based modeling......

On Thu, Aug 23, 2012 at 12:09 AM, Michael Garrett <[email protected]>wrote:

> 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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> >> >>>>>
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> >> >>>>>
> >> >>>>>
> >> >>>>>
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> >> >>>>
> >> >>>>
> >> >>>>
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