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/
>>>>
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