[Bf-committers] Map Camera Coordinates to UV layer patch

Roger Wickes rogerwickes at yahoo.com
Sun Nov 15 01:51:35 CET 2009


http://wiki.blender.org/index.php/Doc:Manual/Textures/UV/Painting_the_Texture
and the sub-page, Projection paint.

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________________________________
From: Christopher Cherrett <stuff at trackingsolutions.ca>
To: bf-blender developers <bf-committers at blender.org>
Sent: Sat, November 14, 2009 5:38:04 PM
Subject: Re: [Bf-committers] Map Camera Coordinates to UV layer patch

I am all for simple. But I am not sure I follow. Can you demonstrate? :)

-------- Original Message  --------
Subject: Re: [Bf-committers] Map Camera Coordinates to UV layer patch
From: Roger Wickes <rogerwickes at yahoo.com>
To: bf-blender developers <bf-committers at blender.org>
Date: 11/14/09 15:19
> off the top of my head, simply texture paint the stretched areas
> with the remove alpha brush. That will make the stretched tex
> transparent, and allow the second to show through.
>
> but surely it could not be that simple :)
>
>  ----------------
> Sent by Roger Wickes for intended recipient. If you are not the intended recipient, please delete this message and contact Mr. Wickes immediately.
>
>
>
>
> ________________________________
> From: Christopher Cherrett <stuff at trackingsolutions.ca>
> To: bf-blender developers <bf-committers at blender.org>
> Sent: Sat, November 14, 2009 4:01:55 PM
> Subject: Re: [Bf-committers] Map Camera Coordinates to UV layer patch
>
> In maya you can camera project and then any areas that have a stretched 
> texture you can project with another camera to patch in the areas with 
> blender alpha masks around the edges. I have tried and tried to get 
> blender to do the same thing with no success. I bought the gnomon Camper 
> Projection Techniques DVD:
>
> http://www.thegnomonworkshop.com/store/product/81/Camera-Projection-Techniques-in-Maya
>
> In that video he projected the matte painting onto the rocks and then 
> projected from other angles onto the stretched rock with rock texture 
> and was able to control the blend of the new camera onto the old.
>
> That sure would be nice to do in blender but as of this point the best I 
> can find is to project and bake to custom uvs so I can paint over the 
> UVs later.
>
> Can you think of a way to make this work the way maya does? or better?! :)
>
> -------- Original Message  --------
> Subject: Re: [Bf-committers] Map Camera Coordinates to UV layer patch
> From: Roger Wickes <rogerwickes at yahoo.com>
> To: bf-blender developers <bf-committers at blender.org>
> Date: 11/14/09 11:27
>  
>> i don't know. I do know that he was blown away by what Blender could do. 
>> Evidently he was looking for a very small camera truck/pan/raise action with 
>> something on that podium, and I was able to show him how he could get 
>> almost a total drive-by. I never got any paid consulting work from him, 
>> after his promise to "stay in touch", so I don't know where he went from there. 
>>
>> If anyone recognizes the altar from a scene in a flick, I'd love to know... 
>> they were fully Maya ingrained, probably a Maya guy showed him how to do 
>> the same in Maya, and the status quo won out rather than switch.
>>
>>  ----------------
>> Sent by Roger Wickes for intended recipient. If you are not the intended recipient, please delete this message and contact Mr. Wickes immediately.
>>
>>
>>
>>
>> ________________________________
>> From: Sean Olson <shatter98 at hotmail.com>
>> To: bf-committers at blender.org
>> Sent: Fri, November 13, 2009 6:48:12 PM
>> Subject: Re: [Bf-committers] Map Camera Coordinates to UV layer patch
>>
>>
>> Did he switch?
>>
>>
>>  
>>    
>>> Date: Fri, 13 Nov 2009 11:00:49 -0800
>>> From: rogerwickes at yahoo.com
>>> To: bf-committers at blender.org
>>> Subject: Re: [Bf-committers] Map Camera Coordinates to UV layer patch
>>>
>>> I did a tutorial on all of this last year for a hollywood guy who said
>>> he would switch to Blender if I could convince him it was as good 
>>> as Maya. So I did. 
>>>
>>> http://wiki.blender.org/index.php/Doc:Tutorials/Textures/UV/Camera_Mapping
>>>
>>> If there are improvements that could be made to the tutorial,
>>> please do so. I would like it to be a catalog of the different
>>> workflows available. Thanks.
>>>
>>>
>>>  --PapaSmurf----------------
>>> Sent by Roger Wickes for intended recipient. If you are not the intended recipient, please delete this message and contact Mr. Wickes immediately.
>>>
>>>
>>>
>>>
>>> ________________________________
>>> From: Roland Hess <rolandh at reed-witting.com>
>>> To: bf-committers at blender.org
>>> Sent: Fri, November 13, 2009 1:31:08 PM
>>> Subject: [Bf-committers] Map Camera Coordinates to UV layer patch
>>>
>>> It's the hoops and the workflow that bug me. When doing camera mapping, 
>>> I find it much easier to just build my initial forms, drop into camera 
>>> view with a background image, then align everything right there. Done. 
>>> If I could bake that camera view directly into UV coords, then my job is 
>>> done, and with a familiar, easily tweakable result.
>>>
>>> Brecht made the comment in the patch tracker that this is really UV 
>>> wrapping functionality, and should be included as an unwrap option. 
>>> After going through the code for the various unwrap methods, I'm 
>>> thinking that the best approach would be this:
>>>
>>> Have "Unwrap from View" simply do this correctly when the view is a 
>>> camera view. It's what you would expect anyway, but the unwrap code 
>>> doesn't really deliver. There's even a note in the source about how 
>>> "scaling gets weird" when you do it from camera view. I'd propose that I 
>>> just fix that "weirdness" so that when you "Unwrap from View" in a 
>>> camera view, you get what you should have gotten all along: a direct 
>>> translation of the 2D representation of the mesh in the camera view in 
>>> the UV Editor.
>>>
>>> With that fixed, there is no need for sticky coordinates and they can 
>>> just go away.
>>>    
>>>      
>>>> The main issue I have with UV Projection modifier is that in order to
>>>> have it bake to a uv layout that you can paint over you have to jump
>>>> through some crazy hoops. If you apply the modifier it projects to view
>>>> which is useless if you would like to paint the backside of the object.
>>>>
>>>> Briggs walked me through a very complex setup about 6 months ago to bake
>>>> to a custom defined uv layout that I had made. That was good but after
>>>> leaving it for a few months there is no way I could duplicate it. I did
>>>> not understand the reasoning behind why it was so hard to do but Briggs
>>>> described it as two sepearte systems not communicating well.
>>>>
>>>> Ideally you could bake what is projected to a UV layout.
>>>>      
>>>>        
>>> -- 
>>>
>>> Roland Hess
>>> harkyman
>>>
>>> _______________________________________________
>>> Bf-committers mailing list
>>> Bf-committers at blender.org
>>> http://lists.blender.org/mailman/listinfo/bf-committers
>>>
>>>
>>>
>>>      
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>>>      
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