Awesome.

Rich


On Oct 27, 2014, at 1:42 PM, Ron Ganbar <[email protected]> wrote:

> If anyone is interested, the fact PointCloudGenerator and PoissonMesh don't 
> automatically create UVs is now logged as bug 15005.
> 
> Thanks 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 9:04 PM, Ron Ganbar <[email protected]> wrote:
> 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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