Right. Gotcha.
Thanks!


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 10:01 PM, Deke Kincaid <[email protected]>
wrote:

> 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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