Camera projections are different from other projections. Their U and V
values are bigger (higher than 1) because the operator divides them by W
before sending the result to mental ray. You remember in xsi 3.5 and
earlier when you applied a camera projection on a grid, it looked all
weird? And when you increased the resolution of the grid it was less of
a problem. Back then, we had to set the projection to implicit to have a
clean projection.
Now, this "divide by W" trick was added in XSI 4.0 to remove this
problem and explicit projections are just as good as implicit ones,
except that they can be rendered with motion blur. This has the side
effect that manipulation in the TE handicapped.
guillaume laforge wrote:
It looks like the camera projection UV space is set from 0 to 1 but
with a bigger unit (like kilometer unit instead of centimeter ;-p ).
If you copy an UV point from cam projection on the same UV point in a
planar UV, the point move far away from UV space. Weird !
2005/10/18, Harry BARDAK <harry(at)def2shoot.com
<mailto:harry(at)def2shoot.com>>:
same here
Martin Belleau a écrit :
> Allo!
>
> Perhaps I'm missing a toggle somewhere, but I create a camera
> projection, and then try to move the UV points in the Texture
Editor…
> but I can barely move the UV points…. If I do the same thing with a
> normal UV projection, everything is fine in the Texture Editor…
Am I
> missing a toggle somewhere???
>
> Thanks!
>
> **Martin***
> *Web -_ _http://www.skuadstudios.com
> **work - 514.844.3990 ext.250***
> **mobile - 514.799.3990**
> *
> **Life is good!!**
>
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