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

Christopher Cherrett stuff at trackingsolutions.ca
Mon Nov 16 22:12:31 CET 2009


What would be nice is if you could paint alpha with projection painting 
onto a uv modifier. So you could just paint in the alpha of stretched 
uvs in realtime in 3d view.

I am not even sure if this is possible, but would be extremely powerful.

Thanks!

-------- 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 17:51
> http://wiki.blender.org/index.php/Doc:Manual/Textures/UV/Painting_the_Texture
> and the sub-page, Projection paint.
>
>  ----------------
> 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 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
>>>>
>>>> _______________________________________________
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>>>>
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