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