You would need to rebuild it in modelBuilder but you can snap the vertices
to the point cloud using the geo input.

--
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 11:43 AM, Ron Ganbar <[email protected]> wrote:

> 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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