On 28 June 2015 at 15:04, Pat Wong <patwon...@gmail.com> wrote: > Deke > > Thanks for the reply, yes ive seen these Videos before and whilst i > believe the techniques in the video will work for most situations where the > camera is locked off, Things tend to get a bit more complicated when the > camera plate is moving and there are subjects in the shot, > > > On 28 June 2015 at 01:26, Deke Kincaid <d...@thefoundry.co.uk> wrote: > >> Pat, to answer your question the workflow with the existing nuke tools >> either: > > 1. breaking the latlong images into six packs with the sphericalTransform >> node. Fix in cubic, then reconvert back to latlong. >> > > > How do you deal with this if an object that needs to be removed travels > along multiple packs. Logically i assume you'd just tile up the six packs > and deal with it that way, But the image dimensions might end up > potentially large... >
Laying the cube maps into a horizontal cross pattern like this eg. http://wiki.polycount.com/wiki/Cube_map objects crossing the seams from the UP cube diagonally to FRONT cube i can see that as a potential problem, how would one deal with that? > > > > 2.mapping the latlong onto a sphere and then projecting images onto the >> sphere to patch and fix images. >> >> > > Would projecting onto a sphere would result in a lack of parrallax? so im > guessing you might need geo of the scene ideally? > > > Pat > > > > > >> Frank Reuter did some videos 4 years ago showing some of these >> workflows on making HDR's which is exactly the same as working with VR. >> Also he has some nice stitching with cards videos in there. >> >> https://vimeo.com/album/2567386 >> >> On Saturday, June 27, 2015, Pat Wong <patwon...@gmail.com> wrote: >> >>> Any of you Nukers on the forums like to share any tips or experiences >>> for Comping in LatLong Space. >>> >>> Its a new exciting arena. One in which i just delving into...Ive just >>> seen the google stories specifically 'HELP' with its comped 3d Lizard and >>> it looked great. >>> >>> >>> I've also seen the recent Nuke tech demo at NAB this year and can see >>> the people are still developing techniques to how to actually use the more >>> traditional 2D comp tricks in this LatLong distorted space. >>> >>> >>> 1. Rig removals are a case in point, is the best way to do to tackle >>> these spherical transform the rig into the less distrorted central region >>> and then rotate it back to its orginal or is their a better way. If this >>> region needs to be tracked.. how do you approach this? >>> >>> >>> 2. stabilizing plates. whats the best approach? >>> >>> 3. The LatLong blue that the Foundry demo'd in the Blink Script was >>> interesting as the blur strength was obviously stronger at different parts >>> of of the distorted plate. >>> >>> This lead me to think could we somehow use a sphercial distortion map >>> for all our nodes or a utilize a STMAP UV map in some way. >>> >>> >>> It would be good to hear from other peoples experience with comping in >>> his LatLong Space , on what TO DO and NOT TO DO. >>> >>> >>> >>> cheers >>> >>> pat wong >>> >>> >>> >> >> -- >> ----- >> Deke Kincaid >> M&E OEM Development Manager >> The Foundry >> Mobile: (310) 883 4313 >> Tel: (310) 399 4555 - Fax: (310) 450 4516 >> >> _______________________________________________ >> Nuke-users mailing list >> Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ >> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users >> > >
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