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

Campbell Barton ideasman42 at gmail.com
Tue Nov 17 00:55:34 CET 2009


This should work in 2.4x
- you can paint alpha add/sub
- the UV map used is from the 'final' derived mesh, so any modifiers
will be applied

Probably its a bit of a pain to setup, but fairly sure its supported

On Mon, Nov 16, 2009 at 10:12 PM, Christopher Cherrett
<stuff at trackingsolutions.ca> wrote:
> 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
>>>>>
>>>>> _______________________________________________
>>>>> 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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-- 
- Campbell


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