Hi Deke,
thanks for stepping in.
Let's see if I understand. I need to rebuild my mesh in modelBuilder? Or
can it use it as an input?

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 8:25 PM, Deke Kincaid <[email protected]> wrote:

> 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/
>>>>>>>
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