You can use the modelbuilder which can create uv's (in nuke 8). It can snap to the pointcloud if you connect the geo input of the model builder to the PCG.
-- Deke Kincaid Creative Specialist The Foundry Skype: dekekincaid Tel: (310) 399 4555 - Mobile: (310) 883 4313 Web: www.thefoundry.co.uk Email: [email protected] On Tue, Oct 14, 2014 at 9:47 AM, Ron Ganbar <[email protected]> wrote: > 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 >> > > > _______________________________________________ > 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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