Gotcha.
I was asking too much, then.
I exported the mesh to Maya, stretched a basic UV, and now I can combine as
many textures I want and paint on them as one. Grand.

Thanks again, all.


R



Ron Ganbar
email: [email protected]
tel: +44 (0)7968 007 309 [UK]
     +972 (0)54 255 9765 [Israel]
url: http://ronganbar.wordpress.com/

On Tue, Oct 14, 2014 at 7:22 PM, Ari Rubenstein <[email protected]> wrote:

> Got it, so just paint on the single frames of the plate your projecting...
> then no need to unwrap
>
> Sent from my iPhone
>
> On Oct 14, 2014, at 9:16 AM, Ron Ganbar <[email protected]> wrote:
>
> Hi guys,
> thanks again.
>
> Elias, the goal was best possible resolution to bake out.
>
> Ari, I want to treat the texture, so I was thinking to project, then use
> UVs to unwrap. Then do whatever I want to do to the texture, then
> reconnect. This is valid especially if I use many frames to project with.
>
> Thanks
> R
>
>
>
>
>
> Ron Ganbar
> email: [email protected]
> tel: +44 (0)7968 007 309 [UK]
>      +972 (0)54 255 9765 [Israel]
> url: http://ronganbar.wordpress.com/
>
> On Tue, Oct 14, 2014 at 6:59 PM, Ari Rubenstein <[email protected]>
> wrote:
>
>> Ron
>>
>> What specifically will you be using the mountain geo for ?
>>
>> And my guess is no UV's from the pointcloudgenerator... but you don't
>> need them with a strictly projection-setup
>>
>> Sent from my iPhone
>>
>> On Oct 14, 2014, at 8:44 AM, Ron Ganbar <[email protected]> wrote:
>>
>> Hi Ari,
>> thanks for the answer,
>> That's exactely what I have now, actually, but I was wondering if there's
>> a way to get pixels from practically every frame. I won't create a 200
>> scanlineRender setup, am I... Am I asking for too much?
>>
>> And here's another questions, which is related:
>> I used the PointCloudGenerator to create a mesh, but it doesn't seem like
>> the mesh has an UVs. Did I do anything wrong? Or does a mesh coming out of
>> PCG not have UVs?
>>
>> Thanks again, Ari.
>> R
>>
>>
>>
>>
>>
>> Ron Ganbar
>> email: [email protected]
>> tel: +44 (0)7968 007 309 [UK]
>>      +972 (0)54 255 9765 [Israel]
>> url: http://ronganbar.wordpress.com/
>>
>> On Tue, Oct 14, 2014 at 6:39 PM, Ari Rubenstein <[email protected]>
>> wrote:
>>
>>> 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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