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/ >>> >>> _______________________________________________ >>> 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 >
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