Hi Mike,
Indeed, now that I have a UV it's all much easier.
Shame there's no way to have UVs in these kind of meshes right within Nuke.
Breaks the whole flow.



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 7:42 PM, Mike Frank <[email protected]> wrote:

> 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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