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