What I'd do is this:

- take the animated shot camera, lock off its animation at least on 2 different 
frames (1st frame and close-up before passing mountain), 2 new cameras exist now

- camera project the plate from those 2 locked off camera's, only those 
specific frames from the plate , render these projections from the primary 
animated shot camera 

- in addition, camera project a soft garbage matte using the close up proj 
camera  which encompasses the close up plate 

- now you'll have 3 scanline renderers (or 1 if your savvy w/ multi- channel 
projection setups)... 1 for 1st frame projection, 1 for close up projection, 1 
for g-matte closeup projection

- key mix the close up projection over the 1st frame projection using the 
gmatte projection 

- add more strategically placed projection camera to compensate for any 
'stretching' of the plate or to cover low-res 1st frame projection regions

Hope that helps
Ari
Blue Sky



Sent from my iPhone

> On Oct 14, 2014, at 8:19 AM, Ron Ganbar <[email protected]> wrote:
> 
> Hi all,
> I have a shot where I'm getting closer to a mountain, until I pass it from 
> above.
> I tracked the shot, extracted a mesh of the mountain, and now I want to 
> project the texture back on to it.
> The edges on the left and right disappear pretty quickly after the beginning 
> of the shot. The bit the camera passes above is clearly visible in high res 
> as the camera approaches it.
> 
> My question is this: I want to grab the best resolution texture for each 
> area. So the sides that we only see from far away will get pixels from the 
> first frame, while the middle bit that we pass above will get the pixels from 
> the closest possible frame.
> Any idea how this can be achieved?
> 
> Thanks,
> Ron Ganbar
> email: [email protected]
> tel: +44 (0)7968 007 309 [UK]
>      +972 (0)54 255 9765 [Israel]
> url: http://ronganbar.wordpress.com/
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