If you project your plate into the UV space and unwrap it in Nuke, you will have effectively stabilized the texture.
>From there you could run a frame blend of some kind to average across the whole sequence, or whatever else you wanted to do. Mike On Tue, Oct 14, 2014 at 12:33 PM, Ron Ganbar <[email protected]> wrote: > 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 >> > > > _______________________________________________ > 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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