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