[Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [27269] trunk/blender/source/blender/ makesrna/intern/rna_space.c: Patch #21459: Expose viewmat (in Region3DView) via the py API

Campbell Barton ideasman42 at gmail.com
Fri Mar 5 21:24:24 CET 2010

added reprojection which shares functionality with projection painting,
next I'll try make an operator which deals with rendering shadeless,
opening in the gimp and re-projecting back so its not so tedious to

On Fri, Mar 5, 2010 at 10:23 AM, Campbell Barton <ideasman42 at gmail.com> wrote:
> projection paint code can also do this, but not actually paint by hand
> ofcourse, just use it to bake the image back.
> The advantage with this is low res view project into high res texture
> will work fine (wont miss pixels). and there is already code to do the
> normal falloff (fade out faces that point away) and deal with UV bleed
> etc.
> On Fri, Mar 5, 2010 at 10:12 AM, Tom M <letterrip at gmail.com> wrote:
>> On Thu, Mar 4, 2010 at 11:26 PM, Campbell Barton <ideasman42 at gmail.com> wrote:
>>> Brecht did view based re-projection for BigBuckBunny with the gimp but
>>> we didn't end up using it, IIRC it wasn't a high quality method.
>> Hmm I would think that would be quite easy to solve for brecht :) -
>> just up sample based on uv coordinate per pixel.  It will still have a
>> problem of stretching when you are at an extreme angle to the face,
>> but that is also quite solvable by generating an image mask based on
>> face normal angle to the viewing angle (another solution to it, which
>> is mentioned in the digital humans book that talks about a texture
>> projection shader is to project back on to the mesh from multiple
>> views and based on how flat the face is to the texture being projected
>> it determines how much of the texture to take from that view).
>> LetterRip
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> --
> - Campbell

- Campbell

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