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