Or use a simple material in postprocess. see picture.
In this case, the backdrop must be set to "Camera invisible" which gives no 
"Signal".
The "if" checks this, and uses in the "no Signal-area" the given texture.
Hope that's helpy,
Matthias

Hi Matt :
 Well that was a learning experience anyway . No time
gained but the image looked sharp . The AA around scene
objects was brutal though .

 Flickering problems on one of my textures has sent me
packing for the drawing board ... again . Hope to finish
this simple anim before spring .

 I am going to go the After Effects route and composite
.tga's onto the original footage . This obviously is the
way to go anyway , of course (preferably with channels).

 Still , I have to wonder . We have these powerfull OGL
cards now that ten years ago would have looked like alien
technology . So then , we let the card render a 'Camera
Backdrop' in high quality OpenGL , and then along comes
RS and says "hey , wait right here while I raytrace that
for you too ... " .

 Sometimes it is required to raytrace the backdrop and
sometimes it's not . When doing simple camera-matching
it is not always needed , especially for anim-previews .

Thanks for your help though . Much appreciated .

studio

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